Eevee / Cycles switch node
I have met a problem using detailed, procedural normal maps with Cycles, they turned the viewport shading mode very laggy, unusable to check if I was sculpting at the right place. One solution is to have two material outputs set to Eevee and Cycles, but this means duplicating at least part of the tree (if not all of it).
Something simpler could look like a switch, with two inputs (one for Cycle, one for Eevee) and a single output. It would be changed internally based on which renderer is used.
3 Comments
There's already a switch in Material output node. Arbitrarily branching the tree anywhere would be cool, but it could probably lead to a mess.
* @ Lsscpp * Yes, but it involves duplicating the whole shading tree
* @Alexis Benoit * Try putting the shading tree into a group. Setup the properties that contribute most to the slowness to be configurable from outside of the group. Now you just need to duplicate the group, and decrease the heavy values on one of them.