I’ve replicated this behaviour on a simple example. The way I generate data in my patch is different, of course, but the logic is the same: Create SpreadBuilder once > Add some data > Feed it in DynamicTexture > Clear SpreadBuilder (or do it in the beginning of the next frame as in example). Here DynamicTexture starts to update from time to time - I haven’t noticed that in my patch may be because of lower rate of data changes

SpreadBuilder+DynamicTexture.vl (22.9 KB)