Hi guys,
Sorry this is a stupid one ...
What is the advantage of UDIM's over UV sets ?
For exemple :
- i have a props
- i need four 4K maps to texture it
- what is the advantage / difference of using UDIM's over 4 UV sets ?
- UV sets are recognized in every renderer like webGL / unreal , UDIM are nots
So if everybody in VFX use them , there might be a reason, but i don' t get exactly why ?
Thanks for your lights
Cheers
E
Replies
Some terminology to make things clearer:
As for UDIM's advantages / disadvantages over traditional UV layouts:
UDIM advantages:
UDIM disadvantages:
Substance Painter does have a UDIM version in beta.
Unreal does support UDIMs.
https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/Streaming/index.html#udimsupport
The auto connect features looks really interesting that might be a good argument to use them.
I know many here works in AAA games company. i was wondering if UDIM is also a new standard, for real time games. Or is it more someting that is useful for precalc renderer in VFX / Cinematic show. UE4 looks to suppport them but does game company rely on this feature or is it something they have added to fulfill the desire of EPIC to brings UE in new cinematic territory, like abc / usd / RTX raytracing ?
Does company like Valve / Dice / Naugthy Dog / Blizzard rely on UDIM for their games ? or is it something we only use in precalc cinematic.
Finally Does it UDIM has an influence on performance, does the memory footprint in VRAM will be equal to uv sets, or does it cost more ?
Thanks again for your lights !
Cheers
Its just easier to paint the Texture.
And its no problem to use multiple materials or uv sets in the engine.
Its just impossible to paint across textures if you have materials assigned per face.
Using UDIMs in your texture painter does not mean you have to use it in the engine.
At the end i paint across all three textures. You cant do that if you have three materials assigned.
https://www.youtube.com/watch?v=Ro_Ruhu-SGs
https://polycount.com/discussion/213611/question-regarding-udims
https://polycount.com/discussion/183032/udims
Basically to sum up :
UDIM is justify when you need to have gigantic resolution on a character or props, and when you have to texture paint it for unique detail.
- you can' t tile as each area need to be unique
- you can' t work efficently with 32K map
UDIM is the answer to this it allow you to paint on a character but instead of storing the painting into one texture, you store into multiple texture of lower resolution (2K,4K). To make this work you have to use Mari, Mudbox, or the Beta of painter.
=> UDIM is primary a tool used for high end VFX,
UDIM is not a common practice in video game. The feature has been recently supported by certain game engine, but it' s not de standard workflow. The extra cost and the price of such numerous texture in memory is not justify. In video game
=> UDIM is generally not use for video game rendering
UDIM can be use in game to texture an assets to benefit from the paint across texture feature , the udim can be then reset to 0-1 uv space.
i think i got the point.
Thanks again for your help
If that in itself makes your Shader slower you've dun fucked up
https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/index.html
which can have extra overhead depending on the situation
OK.
Well yeah, per pixel I imagine the virtual texture stuff will be significantly more expensive than a standard material but they're in no way comparable cos it would be literally impossible to achieve the same result using standard materials in a performant fashion.
That has sod all to do with UDIMs though - they'll be indexing into a texture array whether there's UDIMs or not.
3DCoat does paint across UDIMs too
Hey, welcome to Polycount. Just noticed this thread got bumped, so I updated my response above in case you or anyone else is still checking for info on UDIM's. They're fairly standard now, much more so then they were 4 years ago when this thread was created.