Hello,
There it is for Redshift, nice and clean : https://youtu.be/X9nhwaQUjyM
with this <UDIM> thing you just add in the filename link and voilà !
So i was wondering, what's the workflow for Octane ?
The v4 added features is talking about udim tiling node, do you know if there's a tutorial about that somewhere ?
haven't found one, i'm sorry.
I'm also interested in a tutorial showing how to place udims in uv from within Houdini.
I thank you very much,
cheers,
++
[Edit] found this about tiling process in 3DSMax : viewtopic.php?f=27&t=68575
gonna give it a try ... ++
UDIM workflow
Moderator: juanjgon
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Thank you Juanjgon.
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Hello,
For some reason i cannot make it to work. i'm in need for more help.
Naming is good i guess : project-name_version_<udim>_(color, rough, bump etc).png
In the obj / shopnet i created a new Octane network / dove inside and / connected a texture image Udim node to the / material universal / (connected to the octane out node)
( I thought Octane was according less memory usage to texture image greyscale than texture image rgb but the udim node seems rgb based,
would it affect memory usage if we had a new octane node called greyscale udim node ?)
If concerned maps are greyscale, do i have to divide the vector to float for it to work ?
Does it work if the maps are not of the same pixel dimensions in the same link (2k, 4k and 8k maps) ?
Empty tile color set to 0 0 0
grid size set to 1 1 (tested also 0 to 1 and 1 to 6)
Does the grid size concerns the actual udim : from 0 to 1 space uv in a 0 to 1 grid ?
Does the grid size means the actual uv dimesion : from 0 to 1 in a 0 to 1 grid size ?
Does the grid size concerns the actual udim tiles : from 1 to xnumber of tiles size ?
image chosen layer name : empty
concerns exr layers, right ?
Do we have to connect nodes to the transform and projection in the ins of the texture udim node ?
Thank you,
++
For some reason i cannot make it to work. i'm in need for more help.
Naming is good i guess : project-name_version_<udim>_(color, rough, bump etc).png
In the obj / shopnet i created a new Octane network / dove inside and / connected a texture image Udim node to the / material universal / (connected to the octane out node)
( I thought Octane was according less memory usage to texture image greyscale than texture image rgb but the udim node seems rgb based,
would it affect memory usage if we had a new octane node called greyscale udim node ?)
If concerned maps are greyscale, do i have to divide the vector to float for it to work ?
Does it work if the maps are not of the same pixel dimensions in the same link (2k, 4k and 8k maps) ?
Empty tile color set to 0 0 0
grid size set to 1 1 (tested also 0 to 1 and 1 to 6)
Does the grid size concerns the actual udim : from 0 to 1 space uv in a 0 to 1 grid ?
Does the grid size means the actual uv dimesion : from 0 to 1 in a 0 to 1 grid size ?
Does the grid size concerns the actual udim tiles : from 1 to xnumber of tiles size ?
image chosen layer name : empty
concerns exr layers, right ?
Do we have to connect nodes to the transform and projection in the ins of the texture udim node ?
Thank you,
++
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