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:
- Relative to Input (Default): The node perfectly matches the resolution and precision of whatever texture is plugged into its primary input.
- 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).
- 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.
WORKFLOW Node automatically updating its overlay text to match new resolution