The image node in GeoNodes can't use UDIM tiles #102918
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Reference: blender/blender#102918
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System Information
Operating system: Windows 11
Blender Version
Broken:
4aac5b92c1
Short description of error
It seems like the image texture node is not able to access the UDIM uv range properly. As you can see in the image the objects have proper UDIM tiles that the regular textures can utilize . The image texture node of the geonodesseems to bound the UVs within 0-1 range and cant access the tiles.
Passing the UVs from the modifier does not seem to help with it.
Exact steps for others to reproduce the error
load the attached .blend file
select the NOUDIM object
open the geometry nodes graph of the object's modifier
enable the viewer node
_01122022_2239_12_02_2022.zip
Added subscriber: @kursadk
The image node in GeoNodes cant use UDIM tilesto The image node in GeoNodes can't use UDIM tilesAdded subscriber: @mod_moder
This node is not required to have this functionality, so this is a feature request. But yes, I agree that it could make sense.
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Confirmed'
Although probably not supported yet, it deserves input from developers.
The GN result is not expected, and I didn't find any information about this limitation in the documentation.
So I'm confirming it as a bug for now.
@mano-wii Thanks for flagging this as a bug. This node will need to support UDIMs eventually because all the other modifiers that relies on textures (like the displacement modifier) supports UDIM tiles. As of now we can't use the GN nodes as a replacement for the displacement modifier given it is not supporting UVs properly. UDIMs is pretty much a standard UV workflow nowadays.
Hello. I think it makes sense to mark this as a known issue for now.
Right now there is no way to do this without the need for geometry (that would just work as a sampling node).
This is due to the fact that now calculations without context cannot be forcibly combined to solve one complex problem. To put it simply, now the solution is straight-forward, this is:
So far, hopes for a new refactoring of Jacques, which will make it possible to separate this into a new type of functional nodes that could themselves manage how to receive and use data.
Hi,
FYI I'm using UDIM to do volume rendering of medical images stacks, in a shader :
Same piece of data, with tweaked density :
Here there are 250 png images of 1024x1024 resolution. My nodegroup is simply converting the volume 3D coordinates into UDIM space to sample the images accordingly.
Here : https://www.youtube.com/watch?v=vh3GIfE6iGc&ab_channel=CartesianCaramel
Cartesian Caramel is using the same trick I used before I found how to do it with UDIMs : stitching all the slices in a single huge image, and do some maths tricks to remap it in 3D coordinates.
Being able to use UDIMs with geometry nodes in this context would be really useful I think.
@Alesk Hello. The problem is not that we don't want to (but we do), but that right now it would just do a lot of dirty work to your computer. So it makes sense to at least try and hope for better field calculations. There are plans for this, so it will happen someday.
@mod_moder yes, I understood that. It was just a little nudge to add more context and push more in this way ;)
Also experiencing this, as I have a baldness map for hair curves made with UDIM tiles which geometry nodes can open but it just doesn't work at all seemingly. It may only recognize the first tile. So for those of us using UDIM tiles in our workflow can't use baldness maps
Please add support for UDIM tiles in the GeoNodes Image Texture node!
Example project: You have a mesh of a dog which uses UDIM UVs (eg. separate tiles for Head / Body / Legs). You want to grow homemade geometry node hairs down its spine. You paint white down the spine on the body tile and leave the other two tiles as black. You name your images as a correct UDIM sequence (eg. HairGrowth.1001.png / HairGrowth.1002.png / HairGrowth.1003.png). You load this image sequence into GeoNodes Image Texture and it only reads the pixel data from the first image - the rest of the sequence is ignored - you get no hair growth anywhere. If on the otherhand you had painted white on the Head tile to get hair growth on the top of the head - you do get that hair growth on the head - but you also get it on the body and legs according to their UV layouts.
Right now, the only solution I can come up with is to add yet another single-tile UV unwrap on my mesh which targets the spine area and then draw a mask to suit.