the music in the background is a bit loud btw, it would help to lower the volume in future videos. otherwise, really great video! absolutely digging your straight-forwardness.
I have a few UDIMs in my Unreal 4.27 VR game and considering using more to lower draw calls, but I haven't seen any detailed information online about actual performance implications of using UDIMs.
Is this workflow good for games? i heard they use this for movies, but for games if you use this process a lot this will be bad for performance right? nice video by the way, thanks
So let me get my head around this, when you've set up your material in UE5, the final result still only uses 4 textures? Or does it use more textures, but you're able to use a lower resolution because the UDIM's allow you to make your UVs bigger? I'm trying to work out the best way to work around texture limits so have to reduce the number/size of textures I have.
See a game like gta5 the whole gta 5 map textures are on 1 big udm called a atlas so yea its calling 1 base color 1 normal 1 roughness ect instead of calling thousands of individual uv maps , so yea it save a lot by only calling 1 big atlas udm map instead of thousands
I have a problem, I have done as the tutorial suggested however my material is only applying the first udim tile correctly, it is not linking the rest of the udim tiles from the folder (1002,1003 etc,etc). Any help would be appreciated
Edit: i have figured out the problem, i did choose the "preserve udims" (paraphrasing but its something like that) setting when i created the project in substance painter, it works now
i think it's the most understable video for a noob like me. But i still have a problem, i have a "ehight map" and i don't know what to do with it on the node, any clue ? Thanks !
What did you have in mind? Standard pickups, Game Design? A lot of VR development tends to get complex simply due to dealing with all of the objects needing scripting so the player can interact with them. I did want to create some locomotion tutorials those would be pretty simple.
Using UDIMs for realtime rendering is massive overkill and will quickly eat through your GPU memory budget. You might want to reconsider the detail that you're putting into your textures. If you have a large asset that needs more than a 4k texture consider splitting it up. For example a large building, you could split it up into multiple face-sets with their own material assignments and texture maps.
@@petertremblay3725 Thanks for the reply, i got hired after this post and i learned the hard way that UDIMs are not that cost efficient for production. Had to re-do a lot of textures and bakes after splitting up the materials and faces, live and learn i guess.
Appreciate the video! Do you have any tips on how we'd handle multiple texture sets with UDIMS to unreal? Basically one texture set uses tile 1001, 1002 and 1003, set two is 1004, 1005, etc. Is it possible to bring this in, or do I need to completely rework how it's built in substance painter?
It's possible. You don't have to rebuild. I learned how to do it back in Maya in a Maya to SP to Maya workflow. Now I'm just trying to get it into UE. Let me know what you find. I'm gonna try to figure it out.
@@IstyManame I'm guessing you're asking why you'd use UDIM's using 3-4 tiles than just using 3-4 separate textures... UDIM's allow the game engine, or whatever you use to only have to go through a few texture maps instead (Most of the time just 3 per asset in the case of UE5) than tens of separate UV's. Along with making your workflow faster, for whatever reason 3 UDIM maps that take up 3-4 spaces (Albedo, Normal, AO+) are a smaller file size overall than multiple separate UV's (at least in my experience), I thank it's how the computer computes the images and UDIM's are just faster that way. I really don't exactly get how they work but I hope this helped :)
@@IstyManame Also forgot to mention... if you use a few 4k maps, rather than one large 2k UDIM map, it makes the file size smaller as well while giving you better texture resolution
Awesome tutorial! This helped me solved problems when exporting my textures from substance. Although when I'm applying my material to the mesh in UE, it's only applying to one of my Udims, even with Virtual Textures enabled. Can you help me out? Subbed, btw!
Also did you remember to restart your engine, the other thing that might be an issue that we could address would be actually opening up your texture maps and making sure it matches substance painter
@@QuinnKuslich I restarted my engine after enabling Virtual Textures and waited until all the shaders were compiled. And I'm using UE5! That... Might be it haha. It's bizarre because When I create multiple materials and drag and drop them to individual pieces of geometry on the mesh, the maps get applied there.
@ pretty sure this is straight and to the point, and covers the process. I was not showing a step by step tutorial, rather a concept for increasing texture resolution.
i could tell by the way you constantly gave credit to joe this channel was legit
VERY helpful. Thanks for this video!
Saved my life. Thanks!
I discovered this channel today and love it ! Keep it up like that
the music in the background is a bit loud btw, it would help to lower the volume in future videos. otherwise, really great video! absolutely digging your straight-forwardness.
Damn I’ll make sure to fix that in the next one
Keep making stuff dude, I’m subbed.
Thanks for the sub!
That's insanely usefull stuff! Thank you!!
Thank you brother, this was really helpful!
Why do you have to use only the 1001 mesh? How does unreal get the info from the other textures and maps?
I have a few UDIMs in my Unreal 4.27 VR game and considering using more to lower draw calls, but I haven't seen any detailed information online about actual performance implications of using UDIMs.
Is this workflow good for games? i heard they use this for movies, but for games if you use this process a lot this will be bad for performance right? nice video by the way, thanks
So far they work pretty well, my team and I are using it in our VR game. For all of our characters, and we’re running at 90 frames
did virtual texture support opacity channel with udim tiles?
So let me get my head around this, when you've set up your material in UE5, the final result still only uses 4 textures? Or does it use more textures, but you're able to use a lower resolution because the UDIM's allow you to make your UVs bigger? I'm trying to work out the best way to work around texture limits so have to reduce the number/size of textures I have.
See a game like gta5 the whole gta 5 map textures are on 1 big udm called a atlas so yea its calling 1 base color 1 normal 1 roughness ect instead of calling thousands of individual uv maps , so yea it save a lot by only calling 1 big atlas udm map instead of thousands
I have a problem, I have done as the tutorial suggested however my material is only applying the first udim tile correctly, it is not linking the rest of the udim tiles from the folder (1002,1003 etc,etc). Any help would be appreciated
Edit: i have figured out the problem, i did choose the "preserve udims" (paraphrasing but its something like that) setting when i created the project in substance painter, it works now
Does UDIM support on android packaging ue5?
i think it's the most understable video for a noob like me.
But i still have a problem, i have a "ehight map" and i don't know what to do with it on the node, any clue ?
Thanks !
thank you so much
Another note, some suuuuper beginner Vr dev stuff would be great. Peeps will lap that up.
What did you have in mind? Standard pickups, Game Design? A lot of VR development tends to get complex simply due to dealing with all of the objects needing scripting so the player can interact with them. I did want to create some locomotion tutorials those would be pretty simple.
1 new thing after another beautiful time to be developers
UDIM's are great in that you still only use 1 material instead of multiple materials per set. so you only expend 1 draw call
gracias hermano me sirvio demasiado seguire tu canal para mas tutos
how viable are UDIMs when it comes to runtime for games, are they not very expensive?
amazing tut... but, would this workflow function with UE5?
It should by all means work inside UE5
Thank you
Are UDIMs cost-effective to use in real time games? Or are they too processing intensive?
Using UDIMs for realtime rendering is massive overkill and will quickly eat through your GPU memory budget. You might want to reconsider the detail that you're putting into your textures. If you have a large asset that needs more than a 4k texture consider splitting it up. For example a large building, you could split it up into multiple face-sets with their own material assignments and texture maps.
@@petertremblay3725 Thanks for the reply, i got hired after this post and i learned the hard way that UDIMs are not that cost efficient for production.
Had to re-do a lot of textures and bakes after splitting up the materials and faces, live and learn i guess.
@@qaztim11 There is nothing like learning it in the field indeed!
Hi, is there any way to use displacement or height maps using udims in unreal? Doing this from a vfx pov. Great vid btw. Loved it
There is no need to use them, you can work with the normal maps.
Appreciate the video! Do you have any tips on how we'd handle multiple texture sets with UDIMS to unreal? Basically one texture set uses tile 1001, 1002 and 1003, set two is 1004, 1005, etc.
Is it possible to bring this in, or do I need to completely rework how it's built in substance painter?
It's possible. You don't have to rebuild. I learned how to do it back in Maya in a Maya to SP to Maya workflow. Now I'm just trying to get it into UE. Let me know what you find. I'm gonna try to figure it out.
I figured it out. You just make a new materials and drag in your other 1001 textures then plug then in and put that on the parts of your model.
Anyone know how to import udims into unreal, if you manually added in the udim numbers into the file name?
have you found out the way? ive manually named files and its not linking
Do you know if there's a way to get opacity maps to work with udims in Unreal?
You can't as of now.
@@danielpeterson5798 Ah okay, thanks
I don't really understand the pros of UDIM workflow, isn't it the same as just using one texture with higher res?
Yeah that’s literally the pros of it
@@QuinnKuslich still don't get it, why not just use a single uv tile then?
@@IstyManame because you get higher resolution if u use more
@@IstyManame I'm guessing you're asking why you'd use UDIM's using 3-4 tiles than just using 3-4 separate textures... UDIM's allow the game engine, or whatever you use to only have to go through a few texture maps instead (Most of the time just 3 per asset in the case of UE5) than tens of separate UV's. Along with making your workflow faster, for whatever reason 3 UDIM maps that take up 3-4 spaces (Albedo, Normal, AO+) are a smaller file size overall than multiple separate UV's (at least in my experience), I thank it's how the computer computes the images and UDIM's are just faster that way. I really don't exactly get how they work but I hope this helped :)
@@IstyManame Also forgot to mention... if you use a few 4k maps, rather than one large 2k UDIM map, it makes the file size smaller as well while giving you better texture resolution
Awesome tutorial! This helped me solved problems when exporting my textures from substance. Although when I'm applying my material to the mesh in UE, it's only applying to one of my Udims, even with Virtual Textures enabled. Can you help me out?
Subbed, btw!
That’s a weird error. What version of a Unreal are you using
Also did you remember to restart your engine, the other thing that might be an issue that we could address would be actually opening up your texture maps and making sure it matches substance painter
@@QuinnKuslich I restarted my engine after enabling Virtual Textures and waited until all the shaders were compiled. And I'm using UE5! That... Might be it haha. It's bizarre because When I create multiple materials and drag and drop them to individual pieces of geometry on the mesh, the maps get applied there.
@@gabyfae661 That's wierd
Thx for making this video sub'd
you forgot to turn off the sRGB checkbox for OcclusionRoughnessMetallic texture map. Unless im missing something
There are 3 textures in a single sRGB one, he would lose all the important information if he does that
@@IstyManame The ORM texture contains no color information and should be unchecked.
doesnt work 5.3
UE5 does not work!
Does it Insta crash?
First!!!
Pearl you nerd
music in the background too loud. you can disable it completely. just distracting nothing else.
music really destructing...best to remove it
You skip many things
What did I skip?
@ you give only lecture. These all things are technical things bro. If want to guide then guide them in crystal clear way.
@ pretty sure this is straight and to the point, and covers the process. I was not showing a step by step tutorial, rather a concept for increasing texture resolution.
@ then don’t make bro
@ ok