UDIM grid changes and enhancements #90913

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opened 2021-08-25 11:07:27 +02:00 by Jesse Yurkovich · 11 comments

The UDIM tile grid behaves oddly/inconsistently in many circumstances for both configuration and display. This design tasks will hopefully a) enumerate the most egregious issues b) provide a place for artist feedback on the proposals c) document the ultimate decision for each item below.

Complete

  • The UV tile grid no longer disappears as soon as an image is loaded into the UV editor space (4fb7217043)
  • D11862: Provide a way to disable the grid entirely and respond to the Overlay toggles. Move current UI into Overlay panel as well.

Future design / discussion required

  • Should the tile grid only have manual/static dimensions or should it automatically adjust if the user moves a UV point outside the current dimensions of the grid?
  • Should the tile grid also be shown in the Paint/Mask/Viewer modes in addition to UV edit?
  • Should anything different be done about the grid when displaying non-square images?

Feedback thread: https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136

This task will be used for general organization. Most feedback should be provided on the DevTalk thread above.

The UDIM tile grid behaves oddly/inconsistently in many circumstances for both configuration and display. This design tasks will hopefully a) enumerate the most egregious issues b) provide a place for artist feedback on the proposals c) document the ultimate decision for each item below. Complete - [x] The UV tile grid no longer disappears as soon as an image is loaded into the UV editor space (4fb7217043) - [x] [D11862](https://archive.blender.org/developer/D11862): Provide a way to disable the grid entirely and respond to the Overlay toggles. Move current UI into Overlay panel as well. Future design / discussion required - [ ] Should the tile grid only have manual/static dimensions or should it automatically adjust if the user moves a UV point outside the current dimensions of the grid? - [ ] Should the tile grid also be shown in the Paint/Mask/Viewer modes in addition to UV edit? - [ ] Should anything different be done about the grid when displaying non-square images? Feedback thread: https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136 This task will be used for general organization. Most feedback should be provided on the DevTalk thread above.
Jesse Yurkovich self-assigned this 2021-08-25 11:07:27 +02:00
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @deadpin

Added subscriber: @deadpin

Added subscriber: @GeorgiaPacific

Added subscriber: @GeorgiaPacific

This issue was referenced by 4fb7217043

This issue was referenced by 4fb7217043627ce952583d99c4b8537e10ee2903

This issue was referenced by 92c89d7b87

This issue was referenced by 92c89d7b879229ac01390da068026d0a11d864f1

Hey @deadpin , is it possible to get a status update on this one?

Hey @deadpin , is it possible to get a status update on this one?
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@Chris_Blackbourn Hey Chris, the current status is still what's marked here. The top 2 items are complete and still seem functional in 3.6 - they were the primary two asks from the community.

The remaining tasks were aspirational and still require design and discussion before continuing, but here's my thoughts on each:

  • Should the tile grid also be shown in the Paint/Mask/Viewer modes in addition to UV edit?
    We should probably bottom out on this one. That the grid is only shown in the UV editor was (and still is?) a completely artificial limitation imposed only to reduce changes for checking in the initial work. This seems like something "easy" to get artist feedback on once again and lift the constraint in code.

  • Should the tile grid only have manual/static dimensions or should it automatically adjust if the user moves a UV point outside the current dimensions of the grid?
    At one point I saw an addon do something like this. Basically the grid dimensions would adapt to the UVs present on the model (in real time/interactively). Looked "neat" but would it open up new artist capability? Probably not I'd say. Would have to ask around.

  • Should anything different be done about the grid when displaying non-square images?
    I don't know really. The grid "looks" weird if you load in any non-square aspect image and view the UDIMs, but it's "correct". It was just something to mention really. Can probably ignore unless there's actually a bug here.

I'm currently not actively working on these though. I'd be open with doing the first but not sure I want to fight for the last two in any capacity.

@Chris_Blackbourn Hey Chris, the current status is still what's marked here. The top 2 items are complete and still seem functional in 3.6 - they were the primary two asks from the community. The remaining tasks were aspirational and still require design and discussion before continuing, but here's my thoughts on each: - Should the tile grid also be shown in the Paint/Mask/Viewer modes in addition to UV edit? We should probably bottom out on this one. That the grid is only shown in the UV editor was (and still is?) a completely artificial limitation imposed only to reduce changes for checking in the initial work. This seems like something "easy" to get artist feedback on once again and lift the constraint in code. - Should the tile grid only have manual/static dimensions or should it automatically adjust if the user moves a UV point outside the current dimensions of the grid? At one point I saw an addon do something like this. Basically the grid dimensions would adapt to the UVs present on the model (in real time/interactively). Looked "neat" but would it open up new artist capability? Probably not I'd say. Would have to ask around. - Should anything different be done about the grid when displaying non-square images? I don't know really. The grid "looks" weird if you load in any non-square aspect image and view the UDIMs, but it's "correct". It was just something to mention really. Can probably ignore unless there's actually a bug here. I'm currently not actively working on these though. I'd be open with doing the first but not sure I want to fight for the last two in any capacity.

OK great. Lets keep this one on the backburner for a wee bit longer then.

Thanks for the update!

OK great. Lets keep this one on the backburner for a wee bit longer then. Thanks for the update!

automatically adjust if the user moves a UV point outside the current dimensions of the grid

What is a problem such a solution is supposed to solve?

> automatically adjust if the user moves a UV point outside the current dimensions of the grid What is a problem such a solution is supposed to solve?
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@1D_Inc It would automatically change the dimensions of the UDIM grid overlay to ensure coverage of the UVs. In the example below, the default 1x1 Overlay grid is shown, but a UV island is in Tile 1003 --> The grid would automatically adapt to a 3x1 configuration as-if the user had done the same (green arrow).

ex.png

@1D_Inc It would automatically change the dimensions of the UDIM grid _overlay_ to ensure coverage of the UVs. In the example below, the default 1x1 Overlay grid is shown, but a UV island is in Tile 1003 --> The grid would automatically adapt to a 3x1 configuration as-if the user had done the same (green arrow). ![ex.png](/attachments/1112e4e1-ed23-45dd-93b1-e17c2db1099b)
74 KiB

Will the grid be removed if the island is removed?

Not sure if automatic way is a proper one.
I would probably prefer to have static solution - to have possible tiles boundaries marked as dim or dashed lines (without grids) so it would possible to check them visually while placing islands, and a "create/update filled tiles" button that will create a tiles layout that corresponds island locations instead of interactive behaviour.
That could be more predictable and less performance dependent behaviour in my opinion.

In case if I got it right.

Will the grid be removed if the island is removed? Not sure if automatic way is a proper one. I would probably prefer to have static solution - to have possible tiles boundaries marked as dim or dashed lines (without grids) so it would possible to check them visually while placing islands, and a "create/update filled tiles" button that will create a tiles layout that corresponds island locations instead of interactive behaviour. That could be more predictable and less performance dependent behaviour in my opinion. In case if I got it right.
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Reference: blender/blender#90913
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