//=time() ?>
@D1a1v1e11 The most reliable way I know is to put all the images into one atlas like the example below.
Use Separate XYZ node connected to UV, then divide X by the number of horizontal images, and do the same for Y with vertical images.
This should make it use only one of the images.
@gleb_alexandrov EEVEE shadows and AO issues when the scene is colossal.
Also once when I created a procedural 7-segments shader for Cycles/EEVEE that displays any number you give to it, but when you're using 8 or more digits the float precision starts showing (it's supposed to show 0123456789)
A test with a Porshe 911 GT3 R, just for experimentation/fun https://t.co/wabvxgTZ6q