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The next nightly build (the one from 2015-07-17), as well as the 3.00.07 open beta build, will have some initial UDIM support.
It will have some limitations and differences compared to how MODO works.
In MODO, all the different UDIM tile images need to be specified in their own "image folder". As explained here : http://modo.docs.thefoundry.co.uk/mo..._Workflow.html
For this to work in V-Ray for MODO, all images in the image folder need to have exactly the same name (save the 4 UDIM digits).
At export V-Ray for MODO will use the first image in the folder, and substitute the 4 UDIM digits with the <UDIM> tag that the V-Ray core recognizes.
This new name will be printed in the "Event Log" so you can check that the tag was placed in the right place.
This means that all correctly named textures will be loaded from disk, even if they are not specified in MODO's "image folder".
This way you can specify only 1 of the UDIM images in the image folder in MODO, and V-Ray will load the rest at render time.
This will probably save you some RAM, as MODO will need to load only one of the UDIM images, when opening the scene.
Notice that I have split the textures in 4 different shader tree layers, because they don't have the same file name prefix.
This setup won't work in RT GPU (because it blends the 4 textures, each one is transparent where the UDIM tile is missing, and blending is not supported in RT GPU yet), so it is better to have the same prefix on the file names.
Notice that I have split the textures in 4 different shader tree layers, because they don't have the same file name prefix.
This setup won't work in RT GPU (because it blends the 4 textures, each one is transparent where the UDIM tile is missing, and blending is not supported in RT GPU yet), so it is better to have the same prefix on the file names.
Greetings,
Vladimir Nedev
Hello Vladimir,
I tested the UDIM´s and they play very very nicely with the prefix. Do you plan to enable the other method by applying the UDIM number to the clips in the image tab too?
Its sometimes very useful if want to assign several f.e. diffuse wood textures to one material in a controlled manner.
I tested the UDIM´s and they play very very nicely with the prefix. Do you plan to enable the other method by applying the UDIM number to the clips in the image tab too?
Its sometimes very useful if want to assign several f.e. diffuse wood textures to one material in a controlled manner.
No plans for this right now, sorry. The V-Ray core doesn't support this kind of UDIM usage right now.
This could be worked around in the V-Ray for MODO exporter by blending all the UDIM texture tiles, instead of relying on the V-Ray core to choose only the correct one, but it won't be as efficient, so I prefer not to do it.
For the case you mention, you could create part or selection tags, and place masks on these right above the material, with only a diffuse texture inside. It is probably more clicks to set it up though.
On one hand, you will have a more complex shader tree, and you will have to assign the tags on the geometry. On the other, you won't have to move the UVs of each object around in order to select the correct texture.
I'm struggling to get this feature to work. I've followed the instructions as outlined in your post and the event log is showing the first image loading.
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