UV editor loads all UDIM images even if not needed #84594

Closed
opened 2021-01-11 14:30:41 +01:00 by Robert Rioux · 13 comments

System Information
Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18

Blender Version
Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862
Worked: never

Short description of error
I have a file with about 30 UDIM textures in it. I selected only one of the parts, using 3 UDIMs, copied it and pasted it in a new file. Took forever to turn the texture shading on.
I realized that Blender was loading all the textures, even if they are not used. You can see it in the UV editor. This is really inefficient. My 36 gigs of ram are maxed out because of one object.
Why load textures that are not even used in the scene at all? We also need a way to turn off BG images in the UV editor. It should be off by default.

Exact steps for others to reproduce the error

  • Unzip and open .blend file in attachment
  • Open another blender instance
  • Copy the object with UDIM and paste it into the 3D view of the other blender window
    Note that all textures have been copied as well.

UDIM_issue.zip

**System Information** Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18 **Blender Version** Broken: version: 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: `0f45cab862` Worked: never **Short description of error** I have a file with about 30 UDIM textures in it. I selected only one of the parts, using 3 UDIMs, copied it and pasted it in a new file. Took forever to turn the texture shading on. I realized that Blender was loading all the textures, even if they are not used. You can see it in the UV editor. This is really inefficient. My 36 gigs of ram are maxed out because of one object. Why load textures that are not even used in the scene at all? We also need a way to turn off BG images in the UV editor. It should be off by default. **Exact steps for others to reproduce the error** - Unzip and open .blend file in attachment - Open another blender instance - Copy the object with UDIM and paste it into the 3D view of the other blender window Note that all textures have been copied as well. [UDIM_issue.zip](https://archive.blender.org/developer/F9561361/UDIM_issue.zip)
Author

Added subscriber: @Funnybob

Added subscriber: @Funnybob

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Could you provide a simple file showing the problem?
I fear this report does not contain all the requested information, which is required to investigate the issue.

Could you provide a simple file showing the problem? I fear this report does not contain all the requested information, which is required to investigate the issue.
Author

Here you go. Once you relink the files, you will see that both images are loaded in memory even if the UVs are only in tile 1002. That's a major issue.

UDIM_issue.zip

Here you go. Once you relink the files, you will see that both images are loaded in memory even if the UVs are only in tile 1002. That's a major issue. [UDIM_issue.zip](https://archive.blender.org/developer/F9561361/UDIM_issue.zip)

Took forever to turn the texture shading on.

What shading? Was that on Eevee, Cycles or elsewhere?

I realized that Blender was loading all the textures

How did you realized that?

> Took forever to turn the texture shading on. What shading? Was that on Eevee, Cycles or elsewhere? > I realized that Blender was loading all the textures How did you realized that?
Author

What shading? Was that on Eevee, Cycles or elsewhere?

Shading is irrelevant. Eevee or Cycles also irrelevant. It was slow because it was loading over all 8k textures (30 UDIMs, 5 textures per UDIM) when I only needed 5.

How did you realized that?

If you look in the UV editor, you can see all images are loaded.

> What shading? Was that on Eevee, Cycles or elsewhere? Shading is irrelevant. Eevee or Cycles also irrelevant. It was slow because it was loading over all 8k textures (30 UDIMs, 5 textures per UDIM) when I only needed 5. > How did you realized that? If you look in the UV editor, you can see all images are loaded.

Added subscriber: @LukasStockner

Added subscriber: @LukasStockner

Maybe I don't understand the problem yet.

So the problem is not the time it takes for the file to load, but the fact that if you copy an object that uses these UDIM textures to another file, all textures (including those not used by the object) in the UDIM tiles are also copied?

I don't know what the behavior should be in this situation, but in my opinion it doesn't seem to be a bug, maybe something that can be added to #72390 (Improve UDIM functionality).

Maybe I don't understand the problem yet. So the problem is not the time it takes for the file to load, but the fact that if you copy an object that uses these UDIM textures to another file, all textures (including those not used by the object) in the UDIM tiles are also copied? I don't know what the behavior should be in this situation, but in my opinion it doesn't seem to be a bug, maybe something that can be added to #72390 (Improve UDIM functionality).

Added subscriber: @rboxman

Added subscriber: @rboxman

It's also not clear to me what's really expected here. The xxx Object has 2 UDIM tiles assigned to it. Blender will open and copy around those 2 UDIM tiles as necessary. There's no attempt to guess that the user only wants a subset of them just because the object UVs are only contained inside a subset of those tiles.

It's also not clear to me what's really expected here. The `xxx` Object has 2 UDIM tiles assigned to it. Blender will open and copy around those 2 UDIM tiles as necessary. There's no attempt to guess that the user only wants a subset of them just because the object UVs are only contained inside a subset of those tiles.
Author

Obviously you don't want to load texture images that are not needed. My example is a good one. 30 UDIMs, 5 textures per UDIMs, that make 150 images and they are all 8k. I only needed the textures for 2 UDIMs. So Blender should check first. Which UDIMs are "taken" by geometry. 1012 and 1013? Ok, I'll just load these textures then. Doesn't it make sense? :-)

Obviously you don't want to load texture images that are not needed. My example is a good one. 30 UDIMs, 5 textures per UDIMs, that make 150 images and they are all 8k. I only needed the textures for 2 UDIMs. So Blender should check first. Which UDIMs are "taken" by geometry. 1012 and 1013? Ok, I'll just load these textures then. Doesn't it make sense? :-)

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'

Thanks for the report, but unfortunately this cannot be confirmed as a bug for at least 2 reasons:

  • potential performance improvements are not handled as bug reports.
  • It is a request for modified/improved behavior.

For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug

Thanks for the report, but unfortunately this cannot be confirmed as a bug for at least 2 reasons: - potential performance improvements are not handled as bug reports. - It is a request for modified/improved behavior. For user requests and feedback, please use other channels: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug
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Reference: blender/blender#84594
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