with the addition of this feature in Substance i became curious as to what UDIM actually is.
After reading a few articles on it ive so far figured it seems like its just a way of having multiple UV sets on a single UV channel.
Im still quite confused as to what purpose this is?
First of all, if the idea is you can map an object on to multiple UV tiles in the same channel, why not just scale them to uv 0-1 and use a single texture for it all?
another thing thats confusing to me is the fact that UDIM is restricted to 10 lateral tiles, after which it jumps to the next row. So if you for example had 2000 UDIM tiles, the overall texture space would be very tall and very thin, 200x10. Wouldnt it be difficult to map certain objects to such an oddly shaped texture space?
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And some render engine rather have a lots of little node file to read than one really big, for exemple if you have 16 x 1k map with Arnold, he'll only use those he need on the shot, but if you have 1 16k map ( for the exemple ), he'll have to fully load it,
It's restricted to 10 U but nearly infinite V, once you reached 1009, you can go for 1010, 1020, 1030 etc...
like if my bodys head was really big, could I have it span across tiles 1001 to 1002 or would I get a seam?
Also how would you go about texturing something like this? Or is stuff like this usually just sculpted and polypainted and then baked automatically in to UDIM tiles?
you'd use a 3d texture painter to handle these tiles. mari or mudbox would seem the obvious candidates.
I think you'd be safe to span tiles, there's a chance you could get a filtering seam at the border of the textures.
Technique depends on what you're making, but UDIM doesn't change the workflow here. If I had some hard surface model with a ton of parts across 5 maps, I'd probably be using Quixel or Substance, and any 3d painting for character or organic stuff.
Modo's primer is general enough to understand the underlying theory: http://modo.docs.thefoundry.co.uk/modo/801/help/pages/modotoolbox/UDIM_Workflow.html
If you want to see what multi udims (aka "patches") look like on a model, The Foundry has sample assets available for free download under it's "learn mari" page (but I'm not sure if Substance can open them with no errors).
Udims/patches are also used as quick auto selection sets to hide/unhide or mask.
https://www.fxguide.com/featured/udim-uv-mapping/
You're mixing its use in game asset and film/vfx asset
edit : woh june 2016... al'right then