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UV Tiles and UDIM

I've just been trying out the ShaderMap 3 Demo an it looks to be an (almost) ideal app for our pipeline. The only problem is that I cannot see any support for UV tiles and UDIM, which is a real deal-breaker.

Here's an explanation of UDIM (skip the PTex bit): http://www.fxguide.com/featured/udim-uv-mapping/

Put simply, it would be great if we could view and export maps outside of the standard [0,0] - [1,1] grid, and name the files using the UDIM convention.

Apologies if I've just missed something and if so, hopefully you can point me to this feature.

Thanks.

Comments

  • chawkes wrote:
    Here's an explanation of UDIM (skip the PTex bit): http://www.fxguide.com/featured/udim-uv-mapping/

    Put simply, it would be great if we could view and export maps outside of the standard [0,0] - [1,1] grid, and name the files using the UDIM convention.

    Thanks for your feedback.

    There is currently no support for UDIM or tiles outside of [0,0] - [1,1] range. 

    I am adding this feature request to the list.

    I am thinking that adding a UDIM max U integer as well as an ID integer (ex. 1001) to each map would allow rendering of each tile outside of the 0-1 range. Could you please give me an example of how you would be using this feature.

    If I am understanding this correctly:

    1000 + (U+1) + (V*U_MAX) = the UDIM.

    So by selecting a UDIM I can determine the range of UV coordinates used for a specific map to be exported with the file name [MAP_NAME].1001.[EXT].

    I am assuming this is about UVs stored in 3D Models. If so, can you please provide me with a small example model (OBJ) so I can view the texture coordinates and use it when developing.

    Thanks,
    Neil
  • That's great you're looking into this, thanks. This is a standard workflow used in pretty much all high end 3D productions where you need super high res texture maps. Rather than fitting all our UVs into one massive 16k image, for example, we can split it up into a series of 4k tiles. This saves a lot of trouble with rendering and also just dealing with those big files in Photoshop or other painting apps.

    Looks like you've got it (I think). The standard format out of Mari is usually with an underscore rather than a dot [MAP_NAME]_1001.[EXT]. Other apps use a different postfix like [MAP_NAME]_u1_v1.[EXT], so it would be a good idea to support that too.

    Here's some more reading for you that may help: http://bneall.blogspot.co.uk/p/udim-guide.html

    I don't have a model to hand that I am allowed to share, so I've modified this free download to have UVs in the 1001 and 1002 UDIM tiles. You would often have many more tiles than this!

    Head Model: http://we.tl/VxJ0jcj1kT
  • Thanks so much for the additional information, link, and model. Hopefully we can have support for this going into the next update.

    I'll post back here in a couple of days once I've had time to start an implementation.

    Cheers,
    Neil
  • Just wanted to update this thread with news that Version 3.0.2 (just released) now supports UDIM ids for all Maps that use 3D Models as input.

    More information: http://shadermap.com/docs/_whats_new.html

    and http://shadermap.com/docs/mm_udim_support.html
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