I love TexTools. I love it long time. Unfortunately, it doesn’t want to cooperate when it comes to baking to UDIM tiles. I’ve tried everything I can think of, but only the first tile renders. Can anyone offer instructions for how to solve this problem?
TexTools 1.5 added UDIMs support for the UVLayout tools, not for baking.
During baking, TexTools creates a target “image texture” node to bake into, and at the moment that image doesn’t have UDIM Tiles as source, so you can’t bake into UDIM Tiles using TexTools. I looked into it a few months ago and it didn’t seem straighforward. If I remember it correctly, you need images in your disk to be linked to the “image texture” node so you can bake into them. Creating those images and storing them on the fly didn’t seem reasonable to me to code.
I see. How difficult would it be to circumvent the issue with a brute force method? Perhaps you could instruct the addon to bake the first tile and save it as [label].1001, then automatically offset all UVs by one tile, bake again and save the new bake as [label].1002, and iterate until you run out of islands in the 1001 tile, thereafter shifting all of the UVs back to their original positions. I realize that such an approach would pose issues with some of the other tools, such as displaying baked maps in viewport, but those bells and whistles could be sacrificed in a UDIM-baking scenario.
That is the approach some addons used before UDIM baking was added to Blender, and I considered doing it in the past. We don’t even have a routine in the addon for saving baked images automatically, without that, you can only bake to a certain tile every time, but maybe that is enough for now.
In my opinion, the solution we implement should be bounded to the current state of UDIM baking inside Blender, which is still evolving, and workarounds to its limitations. I’m a bit out of scope at the moment and I dont have much time to make a decision about this. I don’t have time for coding anything anyway, if someone wants to develop a fork with the method you propose and share it here, it would be great.
That’s totally understandable. I can do the same thing manually for now—it’s a bit of a time sink, but not the worst thing ever. Thanks for your thoughts, Sir.
Hey, I’ve posted this question in a few different places (and I have a full write-up on blender exchange below)
But, I run into really bizarre issue with several popular UV plugins that alignments operations just start to break down as I’m working on a mesh after some time, I have no idea how its happening.
The gist of the issue is that when trying to align one island on a model,other islands will be modified in utterly bizarre ways, example here, aligning the grass:
Islands which are not selected, and are in fact a different material entirely are affected.
I suspect it’s something to do with working on a model with multiple materials, but can’t really pin anything down beyond that.
All the basics have been checked:
No sculpt mask
all transforms applied
Nothing “unusual” as far as I’m aware, very low poly model and only using the 3 UV plugins noted (ZenUV, Textools, UV Toolkit)
Hi guys, I´m using TexTools with Blender 3.4.1, the explode function calls an error:
Python: Traceback (most recent call last):
File “C:\Users\adria\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\TexTools_1_5\op_bake_explode.py”, line 26, in execute
explode(self)
File “C:\Users\adria\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\TexTools_1_5\op_bake_explode.py”, line 38, in explode
set_bounds[bset] = get_bbox_set(bset)
File “C:\Users\adria\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\TexTools_1_5\op_bake_explode.py”, line 185, in get_bbox_set
bounds.append( get_bbox(obj) )
File “C:\Users\adria\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\TexTools_1_5\op_bake_explode.py”, line 191, in get_bbox
corners = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
ReferenceError: StructRNA of type Object has been removed
Wich version of blender is compatible, and may we expect it to be fixed soon?
Thank you all Mr. colaborators and Hendrik-Jan for this awesome tool!
Download and install the latest TexTools from the link in my previous post. I fixed some issues in Explode some months ago and your version is outdated, hopefully that revision solved your case. Please test it and tell me whether the problem persist or not.
I can’t hide them, and removal seems to me a bit too harsh, i think it’s worth having an archive with the evolution of the code and previous versions stored just in case. Maybe it’s just time for another release, that’s for sure. Even if the addon hasn’t changed much, because it should be more stable now.
I’m running into the bevel radius issue in Blender 3.5, using the latest version of the addon. I can’t type values larger than 1.0, nor does the slider go higher than 1. That makes bevel baking in TT useless to me, because even at the highest setting, the bevel is barely noticeable.
Not happening to me while baking Suzanne. Most likely related to your model. It would be great if you can provide more details, including reproducible steps and/or a blend file, here.
Strange. Try with CPU compute as render Device, check if there are console messages (Window menu > Toggle System Console), and paste them here if they appear as soon as you try to bake these modes.