EDIT: UDIM is officially in master, this thread remains relevant as there are always improvements that can be made.
A couple of things.
----This doesn’t appear to be specific to Cycles, which makes me wonder if Eevee will support it too.
----There is nothing usable here yet, so don’t build the branch and then wonder why nothing works.
in short, its a technology from ~2002, originally created by Weta Digital.
It allows the spreading of UV-Islands to multiple tiles which starts at 1001 and can go up to 9999.
this allows to use multiple “smaller textures” while having more overall resolution, instead of having to use one giant texture where you have to cram everything in.
Textures which are assigned to those numbers can be automatically loaded into the program.
This method is more commonly used for Film production but for example Unity seems to be able to understand it too…
UDIM and Ptex are two completely different technologies (UDIM still makes use of UVmaps and editable image files).
Ptex meanwhile is more exotic due to how it attempts to eliminate the concept of UVmaps altogether (at the cost of the resulting files not being editable), but last I heard it does not work well with threads (a big deal if you want fast rendering).
This is so incredibly good and is the biggest features of 2.8 that I’ve been looking forward to, honestly it was one of the main features of cycles preventing it from competing against other industry standard renderers. Now we just need better displacement with UV smoothing support and it’ll be perfect.
Ah, okay - in the first iteration (will be pushed in ~10min) it’ll also be single-tile (it autodetects which tile the start of the stroke was in), but I’ll look into cross-tile painting next.
Recent commits indicate that painting on the UDIM tiles are more or less fully functional now, visual polish like tile highlighting, and one or two optimizations (such as Cycles not loading tiles that are empty).