====== Cache ====== This node basically passes through the inputs to the matching output. However, if a value is requested from the output for a second time at the current spot (and recursion level) the last value will be returned. This caches the value and prevents duplicate evaluations of the value connected to the input. This node can be used for all computationally heavy nodes if multiple inputs are connected to their output. {{ :tools:pasted:20240601-123847.png}} Dragging a node output to the new input on the Elbow node creates a pair of in- and outputs that match the name and type of the original output. The original output is then connected to the created input. The node itself does nothing except to pass through the values from the inputs to the outputs. You can create as many pairs of inputs and outputs per Cache node as you want to. To remove or clean up the node, right click on the node and use the node menu to remove a specific pair. Flush unused Connections will remove all pairs where the input is not connected to anything. The following types of connections can be cached: * Colour * Vector * Scalar * Integer * Projection * Matrix ===== Controls===== * **Pass Through** Pass through the values, effectively disabling the node. {{ :tools:cache.jpg?300|}} ===== Sample Content ===== We host a nice sample scene for you to [[http://www.db-w.com/download/viewdownload/18-sample-scenes/95-leddisplayzip|download]] and dissect that shows a speed increase of almost 500% when rendering a complex nodal surface. **Many thanks to Mariusz 'pYo' Skrzypczynski for making this scene available.**