Hi fellas,
iam new to toolbag (just bought on the sale) and thought about importing my recent model into TB.The point is it consists of 20 Udims or "Texture Sets" - >means every Object has offsettet UVs.
What is the best way to import this in TB?
Do i have to set each UV back to 1/1 to get the textures to work at all, or is there anything like a tag to be used?(In vay you can use the <*.UDIM> tag to load multiple UVs.
I can hardly believe that i have to set up 20 sepearte shader for my scene then?
let me know
artstation danielbauer
Replies
As for now i even have problems stacking the correct converted textures from Subtance Painter into the TB shader (metall/rough) because i have meshes that dont share the same UV tiles.For example - the head/arms/legs of my char consist of 1 single mesh, but the UVs are placed on 2 UV Sets.(I wanted much UV space for the face/head).
About the IDs - iam not sure how you meant it.You suggest to built 20 shaders in 3ds max for example to then import the fbx with those into TB?
Maybe not a bad idea, i could ask the programmers in my company to write a script for 3ds max to built 20 shaders out of the udims.
So sad it does not support multi UVs.Its so easy to work with.
If your target is Viewer, I would suggest going with a more traditional video game style material setup where you have one or two unique texture sets/materials. 20 UDIMs, unless the resolution is real small, means a whole lot of texture memory, which will most likely perform very badly or outright crash on most devices.
https://www.artstation.com/artwork/qVnrn
Is this normal? I have done this before, and thought I layed out the UVs in UDIMs. This does not seem to work (anymore ?).
Did they change this in 3.05, is this a bug, or did it never work to lay out the UVs outside of 0-1 UV space?
my wish for 2019 - UDIM texture bakes
+ hidden objects wont cast shadows/invis for DOF picking
Have a great new year guys,
1. For each UDIM, give the low poly faces a new material, ie: 1001, 1002, 1003, etc
2. Make sure to move all UDIM uvs to the 0-1 UV space
3. Enable texture sets
There, now you'll be able to bake UDIMs as texture sets.
I don't understand the request about hidden objects, can you clarify that?