I kept getting this error message when using tile textures generated from Mari.
// Error: Error creating thumbnail for image whateverThePathIs/texture_<UDIM>.tif
When the shading network gets more complex with multiple tile texture file node in the tree, it is really slow working with it.
Currently, I am using a script to toggle the update of Hypershade. But whenever I toggle the update of Hypershade on, the error message of UDIM evaluation kicks back in and bog down the responsiveness.
Is it a way or workaround to temporary stop the thumbnail evaluation of tile textures from Mari while keeping the update of hypershade?
Are you referring that I put ex. whateverThePathIs/texture_1001.tif in the file node for Hypershade preview without keeping getting error message while the scene renders correctly as if the <UDIM> was specified in the path? Is this workaround working on your end?
No, I didn’t mean it should work; I was more like asking a question on how we should fix the problem relatively quickly. There isn’t much you can do on your end for the moment, unfortunately.
Though using the first or one of the tile works for shader preview in hypershade, it makes lookdev impossible as the rendering result will be wrong. For now, I’ll simply toggle off hypershade updating.
Hope to see better support for tile textures generated from Mudbox or Mari so that the interaction with hypershade won’t be bogged down by those repeating evaluation errors.
Normal rendering will always use the correct tiles of course; I meant only for the hypershade. For now I think we will just skip the thumbnail creation for textures with the <UDIM> or <UVTILES> flags.
For now I think we will just skip the thumbnail creation for textures with the <UDIM> or <UVTILES> flags.
Is this something we can do from the user end through certain script command? Or this will comes with a nightly build as a temp workaround?
As working with tiled textures, I have a suggestion to improve the efficiency when the hypershade keeps failing to generate thumbnails for file nodes loaded with tiled textures. How about a VRay additional attribute that lets users specify which UV tile should be used for generating thumbnail preview of VRay shaders? This way the thumbnail generation will not keep error out in a complex shading network and choke the responsiveness while users can still preview the shader ball.
I’ve removed the printing of the warning. The change will be in the next nightly.
Can you try it and then report if it is still slow.
If it is slow can I ask you to send me a scene where this problem happens .
Thank you for working on solving this issue. Unfortunately, I do not have access to the nightly at the moment. If there is certain way you can help me to test the scene with the latest nightly, I would love to test it and report if the issue has been addressed.