To start working with UDIM we first need to generate an image. We will begin by looking at the setup and then switch gears and see how we can work somewhat effectively with them in Blender. The UDIM implementation in Blender is currently still limited, and requires a quite unorthodox workflow. While in lower resolutions the performance gain may not be good enough to warrant the increased overhead of using two images instead of one. With the example above we halved the resolution from a single 8k texture to two 4k textures. This is because UDIM is generally too performance consuming compared to a traditional UV map with a single image.īut the larger the textures become, the more performance there is to gain by dividing up the UV map into two images. UDIM is mostly seen in VFX and animation while used less in games and real time applications. In these cases we can use UDIM to have two 4k images next to each other instead. Since a 8k texture might be overkill and way too performance intensive UDIMs can help here by allowing 2x4k. The second scenario is similar, but in this case we may have the choice of a 4k or a 8k texture while the best option might be 2x4k textures. We can then put pieces of our UV Map on a lower resolution tile while keeping a higher resolution tile for more important UVs. Then have each tile with a different texture size. ![]() The first problem we can solve is when we have models where some areas are less important than others, we can make multiple UDIM tiles. ![]() UDIMs generally solve one of two problems but both are related to performance. There is no upper limit to how many tiles we can have vertically but in most cases we will likely not use more than a handful of tiles. This creates rows of 10 tiles before beginning on a new row above the previous one. ![]() 1011 is then placed above the first tile at 1001. The first tile has the id 1001, the second tile is 1002, all the way to 1010. Tiles are generally square shaped and the images used is normally in sizes with a power of two, such as 128, 256, 512, 1024 etc.Įach tile has an id. Each tile has the same size and is stacked next to each other to the right of the original UV tile. UDIMs work by giving each tile an id or name. Related content: The definitive tutorial to UV mapping in Blender If you need to know more about UV mapping you can check out this article. These images can have different resolution so that we may give more resolution to some parts of our mesh while saving resources in other parts. It allows for multiple images in the same UV Map. UDIM stands for U-Dimensions and is an extension to the UV tool set. ![]() Related content: Blender add-on review: UV Packmaster Pro 2 What is UDIM? Thanks to this support Blender has taken another step closer to becoming more compatible with a whole range of other software, such as Substance Painter, Mari and 3D coat. In the UV Editor properties panel you can find a "UDIM tiles" section where you can add and remove UDIM tiles. How UDIM works in Blender? To enable UDIM, go to the UV Editor and create a new image. This is exciting because UDIM has become a standard for dealing with texture sets where a single texture is not enough to cover the texturing needs. In version 2.82 Blender got UDIM support.
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