> 
> Something like that will work yes. Optimally, ... for all the geometry
> in the scene compute the fewest number of effects and instantiate them
> into the fewest number of materials (and parameter settings), and then
> bind those materials to the individual geometries.
> 
> Regards,
> Marcus
> 

Mark,

Is there a method we can use to compare effects? Then we can traverse the
tree, name and store new effects, and then when we get down to a geometry
within a geode work out what effects are needed by the current inherited
state and check we can find them in the "library".

Roger


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