Yeah I'm noticing that as well there is definitely a little hitch in there that isn't pleasant with the multi sided video.
I put a new iteration out in the mega link with _LATEST at the end. Here is a release notes on the changes. I had 10 cloned empties running well all loaded from presets and saved in the scene. Below are the changes.
- Lower VRAM use: Loaded presets now compress large textures by default. You can turn this off with Compress loaded textures and reload to compare quality. Fresh captures are unaffected.
- Smaller repeat saves: Presets reuse matching textures from one shared folder instead of copying them into every save.
- Less duplicate memory: Multiple loaded previews using the same preset can share texture objects.
- Trigger support: Load Preset From Path loads the selected preset. Show Loaded Preview and Hide Loaded Preview let triggers reveal it without loading it again.
- Smoother static loads: Removed an automatic material check that caused GPU readbacks.
- When the plugin can identify a texture’s original file path, the preset references it, including textures inside installed .var packages. Textures without a reliable path are saved once in the shared texture folder and referenced from there.
Older presets still load. New presets depend on Saves/PluginData/StaticPersonSharedTextures, so include that folder in backups.
This is about as far as I can take it. I'm out of ideas on more lol. I think this is pretty good now so taking a break. Capture still uses uncompressed, but presets will save and load compressed if the checkbox is checked. Seems to help a lot with little loss.