# Using NodeMaterial buildId to reduce shader compile times for identical node trees?

**URL:** <https://forum.babylonjs.com/t/using-nodematerial-buildid-to-reduce-shader-compile-times-for-identical-node-trees/29123>\
**Category:** Questions\
**Created:** [April 6, 2022, 8:12pm UTC](https://forum.babylonjs.com/t/using-nodematerial-buildid-to-reduce-shader-compile-times-for-identical-node-trees/29123 "2022-04-06T20:12:43Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![br-matt](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/br-matt/32/22436_2.png) [@br-matt](https://forum.babylonjs.com/u/br-matt)\
**Post date:** [April 7, 2022, 5:35am UTC](https://forum.babylonjs.com/t/using-nodematerial-buildid-to-reduce-shader-compile-times-for-identical-node-trees/29123/2 "2022-04-07T05:35:35Z")

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I am not sure if this is helpful as well: [NodeMaterial | Babylon.js Documentation](https://doc.babylonjs.com/typedoc/classes/babylon.nodematerial#clone) - there is a second argument to `.clone` for node materials only that shares the effect and skips the time generating it. I don’t think you can skip `forceCompilation` though, would love to know if you can !

This comes from a similar post to yours [How to stop NodeMaterial from generating same effects when not needed and save compilation time](https://forum.babylonjs.com/t/how-to-stop-nodematerial-from-generating-same-effects-when-not-needed-and-save-compilation-time/20171) from a while back where messing with buildId could also produce the same outcome as the new argument.

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