Material_Tools_Debug_Materials_Prune_Node_Trees - Diffeomorphic/import_daz GitHub Wiki
Prune Node Trees
Material node trees are created in two steps. First a raw tree is created. This may contain unused nodes that are not connected to any output node, gamma nodes that convert sRGB textures to non-color, and the nodes may not be layed out very neatly. In a second step the material is optimized.

The optimization step can be disabled with the global Prune Node Trees option. The option is located in the Debugging section because it is not normally something that we want to do.

Here is a raw node tree. Press Prune Node Trees to optimize it. All materials in all selected meshes are optimized.

- Delete Unused Nodes: Delete nodes not connected to material output.
- Hide Texture Nodes : Hide all texture nodes.
- Prune Texture Coordinates : Delete texture coordinates nodes not connected to mapping nodes.
- Hide Unused Outputs : Hide unused output sockets.
- Keep Unused Textures : Keep textures from unused channels.
- Fix Color Space : All textures are loaded as sRGB.
- Beautify : Beautify node tree.

Here is the optimized node tree.