Support for UDIM textures and tiled images #55435

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opened 2018-06-11 11:16:14 +02:00 by Lukas Stockner · 31 comments
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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)
  • Packing/Unpacking tiled images

Image Editor

  • Showing all tiles in the Image Editor (89c0dc4ebd)
  • Supporting Image Editor operators like color sampling (5c62468e4b)
  • Labeling/Naming tiles (4875f41ea6)
  • Optionally showing a tile grid even without a loaded image for laying out UVs
  • Texture painting support (cc4defac04)
  • Maybe support drawing across tile borders
  • Better UI

3D texture painting

  • Support for drawing on tiled images (bc05599bd0)
  • Maybe support drawing across tile borders

Cycles

  • Support tiled images as Cycles textures in SVM mode (62550b490a)
  • Support tiled images as Cycles textures in OSL mode
  • Support baking to tiled images

Eevee

  • Support tiled images as textures (94d0cbf127)

Known bugs

  • Occasional crashes in the painting undo code (only in release builds, debug builds are stable)
  • Wrong painting radius when painting on tiles with different size and/or aspect ratio

More coming

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) - Packing/Unpacking tiled images **Image Editor** - ~~Showing all tiles in the Image Editor~~ (89c0dc4ebd) - ~~Supporting Image Editor operators like color sampling~~ (5c62468e4b) - ~~Labeling/Naming tiles~~ (4875f41ea6) - Optionally showing a tile grid even without a loaded image for laying out UVs - ~~Texture painting support~~ (cc4defac04) - Maybe support drawing across tile borders - Better UI **3D texture painting** - ~~Support for drawing on tiled images~~ (bc05599bd0) - Maybe support drawing across tile borders **Cycles** - ~~Support tiled images as Cycles textures in SVM mode~~ (62550b490a) - Support tiled images as Cycles textures in OSL mode - Support baking to tiled images **Eevee** - ~~Support tiled images as textures~~ (94d0cbf127) **Known bugs** - Occasional crashes in the painting undo code (only in release builds, debug builds are stable) - Wrong painting radius when painting on tiles with different size and/or aspect ratio **More coming**
Author
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Added subscriber: @LukasStockner

Added subscriber: @LukasStockner
Lukas Stockner self-assigned this 2018-06-11 11:16:26 +02:00

Added subscriber: @brecht

Added subscriber: @brecht

Sounds good to me, I don't have any objections to the design.

Sounds good to me, I don't have any objections to the design.

Added subscriber: @SteffenD

Added subscriber: @SteffenD

Added subscriber: @nudelZ

Added subscriber: @nudelZ

Added subscriber: @PetterLundh

Added subscriber: @PetterLundh

Added subscriber: @MeshVoid

Added subscriber: @MeshVoid

Will UDIM support make it's way to 2.81? Pretty please... =))

Will UDIM support make it's way to 2.81? Pretty please... =))

Added subscriber: @andrewstanleyart

Added subscriber: @andrewstanleyart

Added subscriber: @txo

Added subscriber: @txo

Added subscriber: @wahajsheikh007

Added subscriber: @wahajsheikh007

Removed subscriber: @wahajsheikh007

Removed subscriber: @wahajsheikh007

wll udims be added to 2.81?

wll udims be added to 2.81?

Added subscriber: @Maaslandmods

Added subscriber: @Maaslandmods

Added subscriber: @lvxejay

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...

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

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.

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".

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 =-)

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: @YuryZiankouvki

Added subscriber: @Zeirus

Added subscriber: @Zeirus

Added subscriber: @Ryloon

Added subscriber: @Ryloon

There doesn't seem to be any way to use udims with the displacement modifier. Very important for any displacement textures.

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

Added subscriber: @g-lul
Author
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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Author
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This task is obsolete now that UDIM is committed, future improvements are tracked in #72390.

This task is obsolete now that UDIM is committed, future improvements are tracked in #72390.

Added subscriber: @Fuxna

Added subscriber: @Fuxna

This comment was removed by @Fuxna

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Added subscriber: @vr_sebas

Added subscriber: @vr_sebas

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Reference: blender/blender#55435
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