I’ve been working on a project with some large image maps, and noticing that I often end up with two or three black and white factor maps saved as PNGs. Given it’s a big project and memory might start to be a limiting factor in the future, I used photoshop to paste each BW image into a separate channel, and then used a “separate RGB” node to extract the maps.
From an organisational level I’m pretty happy with that, but I was wondering whether I’m kidding myself about the memory savings, so I thought I’d ask if anyone more technical than me knew - if Blender loads a BW image as BW data rather than RGB data (I presume it’d have to be a PNG saved as BW only, since that’s the only way Blender would know ahead of time that RGB wasn’t needed). Presumably three single channel 4k textures are going to take the same memory constraints as one triple-channel 4k textures. Anyone know if Blender does that?
The sensible thing to do would be to run a benchmark render comparison, which I’ll probably do eventually.