UDIM Support (officially) in 2.82 by Lukas Stockner; Development thread

Select which tile you want to add by clicking at its position with Alt held down (doesn’t work with Emulate 3-button Mouse obviously).

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Hi. I do not have much idea about UV unwrapping, nor about this UDIM thing. But someone mentioned substance painter. Will this new UDIM support make it easier in the future to have real time PBR painting with materials into Blender with Eevee?

The workflow is still obscure.
I have to create a Tiled Image to add Tiles. But these tiles don’t accept to be filled.
When a tile is selected, pressing fill tile button call pop-up menu to create a new image that has no name, no source.
There is no pixel add to Image Editor, no active tile image properties inside a dedicated panel and in Tile Image Properties, there is a “Can’t Load Image” warining.
Clearly, it is unusable.

Are using the same code that Theory_Public_ExperimentalV1 branch ?

UDIM doesn’t really affect that, it’s just a more efficient way to increase/manage texture resolution.

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Do all the UDIM panels have to have the same texture resolution attached to them across the board, or can you mix and match, a’la 512x for smaller details in one panel, 2048x for larger ones, etc.?

They can be different sizes

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Maybe Luckas will make a video to show us the workflow he will put in place.

About time Blender got support for UDIM! It’s been an industry standard forever. I remember working up a proposal and mock-up for Ton years ago. He had never heard of it -_-…
Anyone know how this affects packing behavior?

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Nice. Thanks for that. I couldn’t find the answer anywhere on Google.

Yeah, the workflow is atrocious, I just needed something to test the core code. I only had one week, and spending that time on the parts that are actually tricky makes more sense than spending them on a perfect UI that doesn’t do anything because the actual UDIM support is still missing.

As a quick reference on how to use it:
The Add Tile and Remove Tile buttons add and remove tile entries. Basically, these entries tell Blender which tiles are supposed to exist. So, if you have an image called example.1001.png and add an additional tile to the right of it, Blender now knows that this tile exists and will try to load example.1002.png. This doesn’t actually create that image, that’s what the “Fill Tile” operator is for.

So, two basic workflows:

  • Using existing UDIMs: Just open 1001, the others will be autodetected and you’re good to go.
  • Create your own UDIM: Add an image, save it with a name containing 1001, then change the source type to Tiled. Now, you can add tiles, fill them and paint on them. When you save the image, all tiles will be saved.

Again, yes, the second one is horrible. I know.

As for “unusable” - come on, Blender 2.8 is currently heavily in development and clearly labeled as unsuitable for actual use, and this branch is so unfinished that I didn’t even submit it for inclusion into the regular unusable branch yet. Really, what did you expect?

Tile sizes: Yeah, different sizes are supported, even different aspect ratios (try painting across tiles with different aspect ratios and zooming into the result).
And regarding packing - none of the UV tools are updated for tile support yet, so they’ll just ignore it and continue using the first tile only. Again, WIP.

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What happens now then, does UDIM development continue?

This would be a major leap in texturing within Blender to say the least (that is until we finally get support for layers).

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Well, yes, of course :slight_smile:

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I was expecting something that I could figure out myself.

Commit logs mentioned by Ace_Dragon are talking about things that are working. You are known to work insanely fast and you have accustomed us to quickly make things that we can almost instantly experiment with.

And this udim branch is not an exception. One week of work and it is possible to paint on multiple tiles by following a naming convention and Cycles is rendering all the tiles (I did not expect that).
When image is saved, all tiles are saved (I did not expect that to work, too).

It is unusable because Textured View is only able to show one tile. So, we don’t see what we are painting.
Trying to paint in Render View will produce an instant crash.
But it does not seem to be far from being usable.

When 3DView will be able to display several tiles, people will make videos playing with it, despite the fact that texture mode of 2.8 have no preview for brush textures.

EEVEE already displays all the tiles right ? It works for me (but didn’t try it with Textured View, only with EEVEE in the view port)

Well done for this patch @lukasstockner97, that was something I was waiting for a long time now :slight_smile: Hopefully it can be merged in a few weeks/months ?

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Is there a build available to test it or do we need to make one by ourselve?
I know how to make builds, but not specific build.

To build specific branch you just have to do :

git checkout <BRANCH_NAME>

You can see the names of the different branches on this page, but for the UDIM it temp-udim-images so the command will be :

git checkout temp-udim-images

You can run :

git branch

To see which one you are in.
After that you can just run :

make update

to be sure the branch is up to date, and then you can run :

make

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That worked perfectly, thank you :wink:

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You are right.
I did not realize that. It looks like refreshing was not immediate and I did not try enough.

So, painting several images is working. We can try to find limits of EEVEE.

Do you mind testing if it works if you export it to another 3D program? Does Maya for example reads the UDIMs/UVs correctly?

While i don’t have any doubts that it does, lets make sure… i want to be ecstatic about it. I would do so myself but i can’t right now.