If one has multiple TextureReader nodes it's quite common that when transitioning from one set of textures to another one the reference count of one of the used textures goes to zero and we see a subsequent blink in the output. Whether or not that happens depends on the order in which the new keys get assigned to the readers.
Solution
Using a frame delay we can easily prevent the ref count going to zero in between a frame:
Motivation
If one has multiple TextureReader nodes it's quite common that when transitioning from one set of textures to another one the reference count of one of the used textures goes to zero and we see a subsequent blink in the output. Whether or not that happens depends on the order in which the new keys get assigned to the readers.
Solution
Using a frame delay we can easily prevent the ref count going to zero in between a frame: