Learn how to optimize your 3D models' materials and textures for real-time rendering in Minsar Studio!
Materials & Textures
Don't put too many materials and textures on one object. Ideally, one object should have one material, with one texture per PBR channel (diffuse, normal, ORM...)
Avoid multimaterials one on object : if you need a different material on one specific part of your object, seperate this part and parent it to the rest.
All textures and images are automatically reduced to 1024 x 1024 in Minsar, except images that are used as 360 inner anchor. So cap the resolutions of your textures at 1024 x 1024
All images that are used as 360 inner anchors are automatically reduced to 4096 x 4096 in Minsar. So cap the resolutions of your 360 images to 4096 x 4096.
Always use PBR shaders (you can follow the Khronos Pipeline to create your shaders)
Within PBR shaders, avoid custom nodes that are internal to your 3D software
For transparency-based shaders, don't count on any distorsion effects such as diffraction or refraction yet
For emissive-based shaders, don't count on any glow effect yet