Relative modes can apply a power-of-two offset. 0 keeps the inherited dimension, +1 doubles it, and -1 halves it.
For a 1024 × 1024 inherited context:
INPUTTYPEDEFAULTDESCRIPTION
-1, -1Relative Offset512 × 512Processes at half the inherited width and height.
0, 0Relative Offset1024 × 1024Processes at the inherited size.
+1, +1Relative Offset2048 × 2048Processes at double the inherited width and height.
-1, 0Relative Offset512 × 1024Width and height offsets can be controlled independently.
That gives you deliberate lower- or higher-resolution processing without giving up the graph’s adaptive behavior.
What Does Relative to Input Inherit From?
Texture-processing nodes can designate one texture socket as their primary input. With Relative to Input, WonderTexture reads the resolution arriving through that socket before applying any relative offset. For example, a 1024 × 1024 Bitmap connected to a Relative-to-Input Blur gives that Blur a 1024 × 1024 base context.
If the primary texture is missing or invalid, WonderTexture falls back to the parent graph context.
PRIMARY INPUT IS CONTEXT
The primary input is more than a visual socket convention. It can provide the resolution, precision and tiling mode context used by Relative to Input processing.
When to Use an Explicit Resolution
Use Absolute when an operation genuinely needs a fixed size regardless of its surroundings—for example, a specialized intermediate step, fixed-size resource, or deliberate performance constraint. Avoid using it everywhere, though, because too many fixed resolutions make reusable graphs much less adaptable.
DO NOT HARD-CODE EVERYTHING
If every node is Absolute, changing the graph’s master resolution will not resize those nodes. Use inheritance wherever the graph should scale with its evaluation context.