UDIM Textures in Blender 2.82: What They Are and How to Use Them
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- Опубліковано 18 гру 2019
- Blender 2.82 Alpha just got UDIM Texture support, and it’s a pretty big deal. b3d.cgcookie.com/udim-yt
You can grab the latest experimental version of Blender here if you'd like to try it for yourself: www.blender.org/experimental
UDIMs are useful for objects that need really high resolution textures. It’s standard to see them in VFX and animation productions, but unusual to see them in a game pipeline. UDIM support in Blender means that it will better work alongside other VFX software like MARI, Substance, and Maya. That’s great news for everybody!
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If you have a tutorial covering the whole workflow from Blender to Substance painter then I will buy it. That was a solid tutorial man thanks.
Jonathan, well done sir! So many others have tried to explain UDIMs with such poor clarity-- and yours is the first explanation that actually made sense. As usual, your videos are well planned and executed-- and most interesting. Thanks for sharing!
Thanks Chipp, that means a lot!
What he said. That was super well explained. I finally got it.
Agreed, I finally understood it, that's how a tutorial is made.
Oh my goodness! That's amazing. Honestly it's the first time I hear about UDIMs. But knowing that such thing exist, i can no longer stress over textures that weight a ton. Thank you! Can't wait until they release that in stable version!
So happy to see this in blender. I use this workflow with Mari and Maya in 2010 it worked out great.
Came to learn about UDIMs in Blender, but now I’m kinda curious about the United Dairy Industry of Michigan too. 😁
Amazingly concise and thorough tutorial. Thanks for sharing.
Merry Christmas and Happy holidays. thanks for being there for us.
First time someone explains it and it makes sense . Am sold.. love it. Hope substance can come up painting across soon..
Cheers!
Best Udim explanation i heard. Good job
thanks, this video of yours explains well the real utility of the UDIM
Had a brief encounter with UDIMs back when I was asked to learn the basics of Mari about a year ago... Until today, I thought they were black magic beyond comprehension. Thanks for the explanation!
very interesting and well explained thank you
1st time I hear about UDIMs and I'm sold. You're good. :)
It was fun to learn about UDIM's and see how they're used. Had wondered for quite a while why resolutions could vary so much in games on objects if they used atlases, but this explained it all, thanks!
Glad that it helped!
Great !!! Waiting them since long time !!!!
Well done! Super clear video, really helpful😁
Very well explained thank you !
Jonathan (Lampel?), your Blender videos are some of my favorites.
Like the chain+physics tutorial.
I've looked at others, but I keep coming back to yours as the standard.
Thank youuu T_T
Great video very informative and to the point
I was waiting this for years
Extremely useful for me sir!
me throughout this video: ohh. Oooohhh. OOH! This is so neat and I can’t wait to try it out!
It sounds like a great optimization implementation
The best explanation
I thought knowledge of UDIM was more common place. But I do work in the industry and deal with them on a daily basis. I still found this video very well made and explained. Even more surprising for me was that Blender did not have this feature until now. It's essential to be able to paint across the tiles and hopefully they add that very soon. I work in look dev and do some minor texture work. As powerful as Mari is, it's so sluggish. I would like to try Blender once the UDIM and texturing workflow is fully implemented.
Awesome! Now we have yet another Blender feature I'll probably never try. XD
Well done.
I don't think i use this new uv tool but is good to see blender to become better and better after all is 1 of my favorite programs
This is awesome.
I just want to know if you paid the troll toll yet.
Thanks!
Thanks! Bro
5:24 coming soon for more than two years just so you know :/ Thanks for the video, awesome that it was finally added to BL!!!
ty!
Thank you VERY much. UVs were getting on my last nerve.
great video
thanks!
best tutorial
Just me, or does it seem like people are more interested in what happens next in blender than their favorite game or show, this is actually some good shit dude, I’m downloading the new version tomorrow... not even going to lie, I didn’t even know that blender had a new version.
legend
Nice tutorial! just a question: I don't have the "tiled" option when I create my new texture. There is an addon to activate or something else?
Loved the video! What was that plugin you're using to pack the UV map? It looked super efficient
I since found out that it's UVPackMaster and it's a paid one but it's totally worth it :)
Hey John!
Please give me a download link of your blender theme!
I just love it ❤️!
devtalk.blender.org/t/call-for-content-themes/3174/377?u=jonlampel
@@cgarcane6653
aaah man! thanks a lot!
Thanks, beat me to it!
Any updates on UDIM? Would love to see a follow up video when it's working.
Yes, Tiled is a misleading name. Why not just UDIM, right?
"Variable-resolution tiling” seems to make more sense to me.
@@lawrencedoliveiro9104 But why be so complicated? Imagine Blender calling " 2D coordinates space mapping" instead UV map. Just to be the weird software that doesn't follow the industry naming? It's a good name your idea, but way off the industry workflow, like, for example, when you search for something and found information in another software tutorial but you understand the concept in Blender because it is the same thing, you know? Like IPO Curves to Graph Editor, etc. These are a stupid examples but make sense when you are a professional and are trying to solve something for a project. Cheers, mate!
@@MoraesJr my guess is they aren't calling it UDim because it doesn't completely comply with the spec (yet) so it technically isn't UDim (yet)
@@sinom Yeah, make sense. I hope it's the case. Cheers.
Good idea. I encourage you to make this suggestion on RCS -- sometimes those proposals actually get implemented!
But yeah: what's up with Blender's wonky terminology? Is it a Dutch thing?
thank you for making this. its not in the manual yet.
6:45 Do you mean it'll load the same base name texture with ordered prefix(1001, 1002, 1003...)? I'm a bit confused.
Ah yes, thanks for the catch!
I think it was an affix but it's the same as the image sequence mechanics by the looks.
@@cg_cookie , now I'm confused: prefix or suffix?
We still got beat by Half Life! ;) Seriously tho, great tutorial, short and concise!
I like the model! Is it available somewhere?
Might only be me, but my UDIM settings were located in the Image settings in my sidebar, not View
Hope this may clear somebody's confusion
Can you please make a tutorial about UDIM's in Quixel Mixer?
Thanks for this video, it's super helpful.
What's the most up to date process for importing textures for multiple UDIMs?
When using NodeWrangler, is it common practice to have to select each image individually (baseCol, height, rough, etc) and add the requisite number of UDIMs? Seems like NodeWrangler would do this automatically. Am I doing something wrong?
I've got a character with 3 tiles (1001-1003) which has been textured in Substance Painter and I've got all my maps exported according to standard UDIM protocol, just need to get them all hooked up to my BSDF shader in Blender.
I'd rather not have to edit each image as I'm setting up a scene which will have dozens if not hundreds of image files in it.
thanks in advance!
suwun lek
Very clearly done. I'm not sure if this is a bug, but my tile names don't change from the numbering convention when I change the label names in 2.91. Also, if I remove a middle tile then there's just a gap there. Will that cause issues down the line? Thanks!
Cool
Thanks for the review of the new tool. Could you share the theme of your blender?
Sure thing! devtalk.blender.org/t/call-for-content-themes/3174/377?u=jonlampel
neat
Is there an advantage of this over just applying multiple textures on separate faces? I'd like to try this out to see if it's more efficient for me.
Will i be able to extend the my unwrap beyond the first UV (to tile and get more detail )area without messing the other textures in the same UDIM?
So, it´s like LOD (level of detail) for textures? I have not understand the use of it yet. Thanks for sharing, it seems like it could be very useful.
Essentially yes.UDIMs allow texture artists to upscale specific parts of a mesh while still keeping the same texel density. This could of been explained better with an organic model instead of inorganic model made from separate parts.
cool
Can you do texture baking with multiple UDIMs or will bender only bake in the 0-1 area?
That's not how I've imagined The Second Coming, but I'm pretty happy with it.
Hi, what's the difference between creating UDIM and multiple materials for one object.
is it just for convenience or it save some performance?
Does the receiving location have to have compatibility for this? For example if I want to use a model with UDIM textures in a game engine will it always work or is it only for modeling software?
Udim in each the confusion tiled to the topic.
Is there an easy way to get the same texel density across different sized maps?
Eso pedía en blender 10 años atrás .
De verdad q monces son para recién hacerlo
In an engine, are udim "tiles" rendered as separate textures or as a single texture? I am trying to see if this would make any more sense than a texture atlas from a performance perspective. My initial thought is no.
is it possible to import UDIMs into a file node efficiently now? By simply adding a UDIM tag?
So UDIM's are basically separate UV texture spaces, each with their own image (and thus image resolution) in 1 overview instead of N separate ones?
Am I correct in saying that the only advantage on the artist part is that from a workflow point of view all texturable surfaces are visible in 1 window? (apart from the fact that it's just 1 texture for a shader, which is cool for shader programming artists, I suppose)
No. That is just visualization, UDIM isn't a merged texture, it's a way to make a program use many textures in the same mesh. This way you can avoid working with ultra large texture (which are hard to edit and use due to performance) and you no longer need to slit a mesh in many pieces to get the same effect. This is mostly useful for movies because you need a lot of texture detail for realism particularly in close up.
That's cool but how is it any different from just making a new texture for each part that needs it?
At 2:15, you create 3 UDIM tiles for UV unwrapping, and then a bit later (3:10) when you're creating the image to use with the UDIMs, you have to create multiple images for each. Do these steps need to be done separately? When creating the images does it know that there are 3 UDIM tiles created when you unwrapped?
Okay aside from just the simplicity of it, is this different from using different textures with different resolutions for each part ?
Not really it's mostly useful for texture painting and node trees but effectively it's like having different UV maps for different components
I could be wrong, but if it's anything like sprite images in app/web/web hybrid development, you're saving resources (thus speeding up prep time and render time) by skipping the act of the render engine requesting more than a single file depending on how complex the code needs to be. If they're using threading and each individual texture requires a separate thread then they might be holding up other operations while that's going on (depending on your available threads of course).
Also if this is for a game the world be a benefit in load times as well as increased performance. No idea how much of a difference that makes though. If you've got a really elaborate scene with a ton of actors (like a large battle in a strategy game) the effect would add up quickly.
That's my best guess as someone who works in a different area of software development.
Yeah, but you do it with one shader instead of one shader for each textureset. Fast and more efficient to work with.
Its faster and doesnt require as much computational power. Its all about efficiency and portability these days.
I don't know about the performance effect, but not having to have multiple materials for different textures sounds like a good enough reason to want this by itself, especially if doing anything more than the basics with nodes.
i have a question when i was taught how to model in maya every single poligon in a mesh had to be a square so that maya can divide into triangles, i was told that maya gets confused with triangles if everithing else is squares. im not criticizing ur model i just want to know about them triangles because i have seen other modelers do the same in blender, thank u and have a great day.
I have never gotten UDIMs to work in cycles, only the uvs on the first tile are textured the rest are the missing texture purple. They work fine with Eevee.
what is the music playing in the background?
hello) I didn’t understand how to add a separate texture to each tile) can you tell me?
How to use an exsting image texture? When I tried it, it said "Can't load Image". Is it that ordinary image textures won't work and only textures that were specifically made for UDim can work?
Is your robot body beach compatible?
How is this any different from just assigning different UV texture maps/materials to different parts of a mesh? I see this more as an option than some break through, but I probably don't understand it.
i suggest, watch it again. and if you don't, Basically, when you join your meshes into one object and you want your textures in high resolution but not heavy. then you break it into different images or udim tiles. it is a very important tool in the film industry.
@@spiritofmax Not in video games. UDIMs in games is unnecessary and inefficient. Movies on the other hand, live and die by UDIMs for hero assets.
Unauthorized Expression It's not uncommon to split a continuos mesh for example a human head into several udims to have an insane amount of resolution for close ups, using a robot with independent parts is not the best way of explaining the use of udims.
In fact painting across multiple udims is key to get the most benefit in cases like the one I mention.
Some time ago I made a character that had 8 4K udims just for the head, using a single map with the equivalent resolution would be very difficult to manage and even worse if not impossible using different shaders, it's not only the albedo map...specular, roughness, normal, subsurface scattering, displacement and everything you need needs to be taken into account.
@@anurandev7337 yeah you're right
Anuran Dev "not for video games".. so far, this allows a future proofing pipeline
how do you export the tile uv maps
Will this work with Z-brush?
I noticed if one accidently change ie. Source> UDIM tiles to >Image Sequence, you can no longer add more tiles, help?
Great to see it in there, but not practical until Blender can stream/mip/atlas in the same way that Arnold does with .TX files. Blender chokes pretty quickly when you throw a few 4K maps at it.
In the beginning you showed a UDIM showing different resolutions per tile. Trying to thing what that actually means as the file itself would have to be a single resolution, right? Or do separate "chunks" of that image get stored?
Separate chunks! It's just separate images that are read by Blender as one texture.
@@cg_cookie - ah gotcha, thanks
umm. so when i first saw this I thought that I didnt need to plug in anymore textures because of the ID numbers. but honestly u still have to plug in the textures based on the image textures (metallic, roughness, normal, height) to the nodes based on the ID. I didnt realize this mistake and it wasnt informed so I just assumed Blender did everything for me.
Only for base color ? What about PBR ?
How do I see my colour maps on each UDIM?
ad some more love to cloth physics, or add ncloth like maya to blender!
I must be missing something here. I've had multiple UV sets in Modo for over 10 years. And you could color across from one to the next. What makes UDIM so special?
Exactly, I'm confused. I've been doing this in max / maya since the 90s. I dont think I've ever used software that couldnt do this.
Its like if everyone suddenly started talking about an amazing new technology that allowed you to assign different smoothing groups to different face and they were calling it "UltraNormals" or something :P
I just textured an oni mask I sculpted, i set different texture sets to the teeth, head, eyes and horns. So I get all those texture sets in painter, but importing them back to blender requires me to set textures to each part of the mask that had a different texture set, does udims make it so I can use one texture set and load it into blender?
Why should I chose normal UVs over udims, and vice versa.
From now on, should I just use udims whenever I can?
Udims give the highest texels per part
You should use UVs when your UV unwrapping (and modelling) skills are stronger. After the basic unwrap, you can set up your texture map so that areas with high detail get more space, and your seams are all hidden away where no one sees the pixelation from stretching a texture across vertices. OTOH, you should use UDIMS when your texturing and painting skills are stronger, and you want to spend more time painting and less time reseaming and rearranging your texture maps. UDIMS are also much more useful in small groups, where multiple persons can work on texturing the model without file sharing snafus. All of this involves a workflow where you want a single material to cover a whole complex object, which is useful in game engines, but not so much in various artistic renderings. Also, your final engine might not support UDIMs, but instead have a different solution (I see you, UNITY).
Yes, with UDIMs you could then apply single UDIM image texture, to single shader, on single object. The texture set design in Substance Painter is, and has always been, flawed. It was intended to only be used for splitting structurally separate objects but because visibility control in Substance tools is very mediocre people immediately started using texture sets to split models based on visibility requirements rather than shaders.
UDIMs actually make this somewhat better, but ironically UDIMs are very unused for games while Painter is predominantly used in games. But oh well.
UDIM is essentially just standard for packing multiple UV textures into one file. At the end of it the main consideration for UDIMs is:
- Can you afford the performance penalty of having multiple maps per asset? (Compared to a single map)
- Does every app in your authoring pipeline support UDIM's (If not it might not be worth using them)
- Does your end application support UDIMs (Most game engines still don't out of the box far as I know)
If you want to generalize more the common opinion is use UDIMs for VFX and use UVs for games. When you combine the penalty from multiple maps, with in general not having enough resources for more than 2-5 maps per asset anyhow and most game engines not supporting the files out of the box, it becomes pretty obvious why they aren't widely used for in-game. On the other side VFX often has no texture nor compute limits so UDIMs are widely used.
UDIMs offer workflow benefits, too. If you are working on single UV increasing the texel density of a part of the model means you have to scale up some UV islands and move around others. With UDIMs you'd just split the model into tiles structurally and then if one part seems like it needs more resolution you'd just up the image resolution of that tile. (Especially with something like Substance which is procedural so you can just click from 540x540 to 8k that is very powerful)
Incidentally GPU memory has really exploded recently I think. Consumer enthusiast cards are starting to get close to 10GB in memory, and professional cards like RTX Titan have over 20GB It could be that UDIMs will become mainstream in games before too long, too. That is purely speculation, though.
does it work with one texture for many seperate objects or does it have to be one joined Mesh
In every other software I've ever used it can be multiple objects.
@CG Cookie using a robot with different parts to explain UDIMS is causing more confusion than it should from what I see in the comments, maybe you should make a follow up video using a continuous mesh like a human head for example and splitting it into several UDIMS to show not only the amount of resolution you can use but also that splitting a continuous mesh into several uv shells gives lower uv distortion.
I'm not able to make a followup video in the coming weeks, but if we do cover the topic again I'll be sure to use a better example like that. Thanks!
BG music ?
UN CAPO ERESSSS
So UDIM is essentially a format version of dx sparse textures
Blender can paint across UDIMS
yes, works in the viewport and the image editor
Anyone know if UDIM is supported in iOS, sceneKit? I'll have to try....
hey there, Is it just me ? I have to create an udim image inside blender first in order to import my udim texture from outside. Not working when I just use image texture and change it to udim.
what is UDIM GRID for, when U don`t use it beacuse it`s disapearing after creating new image?