Documentation / Core Concepts / Resolution & Precision

Resolution & Precision

Resolution & Precision

WonderTexture uses a dynamic inheritance system. Instead of setting the size for every single node, nodes automatically figure out how big they should be based on their connections or the graph’s master settings.

The Two Paradigms

In the N-Panel under Graph Properties, you can define how your entire graph calculates size:

  • 🟩 Texture Mode (POT): Forces dimensions into Powers of Two (512, 1024, 2048). This is the industry standard for game assets, tiling materials, and FX-Maps. (1024×1024, 512×2048, etc.)
  • 🟦 Compositor Mode (NPOT): [Experimental] Allows arbitrary pixel dimensions (e.g., 1920×1080). Ideal for rendering photos, UI elements, and post-processing effects.

Precision (Bit-Depth)

Precision determines how much data each pixel holds.

  • 8-bit, 16-bit: These represent fixed-size whole numbers where the bit count defines the maximum range (e.g., 8-bit can store values from 0–255, while 16-bit can store 0–65,535).
  • 16F, 32F: These represent floating-point numbers where the bit count defines precision and range (e.g., 16F is half-precision with less accuracy but faster performance, while 32F is single-precision with higher accuracy and wider range).

The Inheritance Flow

Every node has a Base Parameters section where you control its Size and Precision behavior:

  1. Relative to Input (Default): The node perfectly matches the resolution and precision of whatever texture is plugged into its primary input.
  2. Relative to Parent: The node ignores its inputs and matches the master resolution set in the Graph Properties (or the size requested by a parent graph).
  3. Absolute: Forces the node to a specific hardcoded size and format (e.g., locking a noise generator to exactly 512×512 FLOAT16), regardless of what is plugged into it.
Resolution Inheritance

WORKFLOW Node automatically updating its overlay text to match new resolution

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