Support for UDIM textures and tiled images #55435
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This is the design task for supporting tiled images (and therefore UDIM textures) in Blender.
Basics
Essentially, a tiled image consists of multiple files, where each file covers one unit square in the UV space.
Currently, the layout is hardcoded to ten tiles per row which is the standard for UDIM textures.
UDIM refers to a naming scheme for these tiles - tile (x, y) is assigned the number 1001 + 10*y + x. Most of Blender doesn't need to care about this, it's only really relevant for loading/saving files and displaying them in the UI.
Implementation
Fundamentally, tiled textures are similar to image sequences - they consist of a number of image files and buffers. Therefore, the core implementation is handled like image sequences which allows to reuse the existing image cache. This is done by adding a new source type,
IMA_SRC_TILED
, which specifies that the image consists of multiple tiles.The ImageUser now contains a tile index that is used when acquiring the ImBuf, and the Image contains the number of tiles.
Tasks
Generally, the remaining work is to update all the areas that access images in Blender and handle the tiles correctly. These areas can be roughly split into "using images" and "editing images" - for example, support in the Viewport, Eevee and Cycles are essential for using tiles textures, while support in texture painting and baking is only needed for editing and/or creating them.
Since the main motivation for UDIM support is the ability to use textures generated with external tools, the "using images" part has priority.
ToDos
Basics
Support in the core(9220f3b64f)Detecting UDIMs automatically when opening them(a5732a1de4)Adding or removing tiles(d3d0c8febc)Creating tiled images from Blender(b91706368f)Saving tiled images(9fc9376004)Image Editor
Showing all tiles in the Image Editor(89c0dc4ebd)Supporting Image Editor operators like color sampling(5c62468e4b)Labeling/Naming tiles(4875f41ea6)Texture painting support(cc4defac04)3D texture painting
Support for drawing on tiled images(bc05599bd0)Cycles
Support tiled images as Cycles textures in SVM mode(62550b490a)Eevee
Support tiled images as textures(94d0cbf127)Known bugs
More coming
Added subscriber: @LukasStockner
Added subscriber: @brecht
Sounds good to me, I don't have any objections to the design.
Added subscriber: @SteffenD
Added subscriber: @nudelZ
Added subscriber: @PetterLundh
Added subscriber: @MeshVoid
Will UDIM support make it's way to 2.81? Pretty please... =))
Added subscriber: @andrewstanleyart
Added subscriber: @txo
Added subscriber: @wahajsheikh007
Removed subscriber: @wahajsheikh007
wll udims be added to 2.81?
Added subscriber: @Maaslandmods
Added subscriber: @lvxejay
Seems like quite a few of the required items for this are done. The last big item left looks to be:
Packing/Unpacking tiled images
Otherwise improved UI, painting/drawing across boundaries, and the Cycles specific stuff can always be handled down the road. It would be great if this was rolled into the current Blender 2.82 alpha builds...
Added subscriber: @ssh4
Please do not forget about UV projection mapping! How it will working with UDIM meshes.
In our upcoming free "Camera Projection Painter" addon. This feature will key feature to switch big 3D scanning studios from Mari or Mudbox to a Blender.
I would say that painting across tile borders is one of the main reasons UDIM is interesting to me when texturing (and one of the biggest pains to work around when it is not supported, like in Substance Painter).
So I would consider it a core feature of the UDIM workflow regarding texture painting,and ask developers to (please) do not treat it as a "maybe".
Is it possible to lock a material to a specific tile?
So when changes are made to the model, and the model is unwrapped for the second time the uv of that material stays to the same tile
If I am not clear please ask =-)
Added subscriber: @YuryZiankouvki
Added subscriber: @Zeirus
Added subscriber: @Ryloon
There doesn't seem to be any way to use udims with the displacement modifier. Very important for any displacement textures.
Added subscriber: @g-lul
Changed status from 'Confirmed' to: 'Resolved'
This task is obsolete now that UDIM is committed, future improvements are tracked in #72390.
Added subscriber: @Fuxna
This comment was removed by @Fuxna
Added subscriber: @vr_sebas
This comment was removed by @vr_sebas