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Optimization: Materials & Textures

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