It takes 30 seconds to open this project now, I guess it's because too many colored nodes are used. If both the colored nodes and liquid graphics exist in the same layer, the rendering will be very slow. I don't know if I can manipulate the entire character models to create animations after they are completed. This is my attempt at a lot of detailed modeling. Wishing me all the best~
I had a similar problem with overloading the software when I had a crazy amount of nodes/points on my dragonfly wings. It would take forever to render, so my workaround solution was to save the wing vein interior as a PNG and then used the PNG as an Image Texture fill in the exact same place where the nodes were. Maybe with your character's eyes and pupils, something like this might be okay, even if it's just a test for the rig. Because it's a fill inside a node shape it can still be manipulated in some ways that might work out
I had a similar problem with overloading the software when I had a crazy amount of nodes/points on my dragonfly wings. It would take forever to render, so my workaround solution was to save the wing vein interior as a PNG and then used the PNG as an Image Texture fill in the exact same place where the nodes were. Maybe with your character's eyes and pupils, something like this might be okay, even if it's just a test for the rig. Because it's a fill inside a node shape it can still be manipulated in some ways that might work out
Thank you for sharing your experience. Filling pictures is a good idea. I hope to make texture animations. I hope they are dynamic and flickering. So I will try to use vectors to make textures. Of course, I need more attempts~