Usage of Image Tiles texture (UDIM)

Forums: Usage of Image Tiles texture (UDIM)
3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Usage of Image Tiles texture (UDIM)

Postby neonZorglub » Wed Aug 22, 2018 5:14 am

neonZorglub Wed Aug 22, 2018 5:14 am
Image Tiles texture is available from the version 4.00 RC2-6.05 of the 3dsMax plugin.

-For 3dsMax 2017 and over, by default, the tile source is set as Standard texture, and a MultiTile is created.
You can then set your textures with the UV offset matching your mesh UVs using this MultiTile.
You can check "Show shaded Material in viewport' for this MultiTile to view the result in the 3dsMax viewport.
That is the main reason to use MultiTile, as currently the Tile Grid mode will display only the first image in the viewport.
MultiTile also support drag and drop of external image files.

You can also switch to Tile Grid mode, to view / check / update your images. This provides a more simple, visual way to assign images, with one button per image.
In this mode, you can also use a MultiTile to use it's feature of been displayed in the 3dsMax viewport.
Those 2 modes are synchronized by default (see User Global settings, Material tab)
If not synchronized, or when the tiles from the grid and the MultiTile images do not match, options to synchronize the images will appear in the tile button's context menu.

-For 3dsmax 2016 and older, as MultiTile is not available, you must use the Tile Grid source option:
-Set a grid size matching your mesh UV maximum Us and Vs.
-assign images to the cells
-note that the convention used is U:0 V:0 for the base cell.


-Note that UV tile offset need to be positive.
To use negative offsets, you can set a UV Transform and adjust the translation

-MultiTiles can be set to use any of the available formats (ZBrush, Mudbox, UDIM, Custom).
When switching from 'Standard texture' to 'Tile Grid' in the 'Image tiles' octane texture, the images will be set to a grid automatically.
But when switching from 'Tile Grid' to 'Standard texture', the MutliTile will be set to Custom format. A confirmation dialog will let you choose to overwrite to Custom mode.

-Issues with 3dsmax's MultiTile :
-The number of tiles displayed in the viewport is limited to 8.
-Changing the UV offsets by clicking on the spinner arrows redraw all Windows of 3dsmax.. (2017,2018). This has been fixed in max 2019.
-in Custom format, when changing the image file of one of the existing textures, the UVs are re-set to 0,0, even if the dialog shows the previous UVs.
You need to re-type those UVs, and press enter to fix it.
-When changing the UVs or the image file, the render in viewport is not always updated correctly.. It seems 3dsmax keep previous images in a cache, and those are not correctly updated.
One way to fix this is to save and reload your scene.
-When using Tile Grid mode, and also having a matching MultiTile, changes in tiles will be reflected in the MultiTile, and the viewport.
If the viewport do not Update correctly, you can Clear the MultiTile, and recreate it using a tile context menu 'Copy grid to MultiTile'.
-Note that those viewport Update issues come from MutiTile, and happen also without Octane, like when using ScaneLine Renderer..
We should provide a better alternative in the future.
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Re: Usage of Image Tiles texture (UDIM)

Postby jim99 » Fri Sep 07, 2018 7:06 am

jim99 Fri Sep 07, 2018 7:06 am
Where can we find 4.00 RC2-6.05 of the 3dsMax plugin ? I only see 4.00-XB4 - 6.04 in development stage?
Does it mean (UDIM) will not work in 3.08.3 - 5.14 3dsmax ?

Thanks

Jimmy
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Re: Usage of Image Tiles texture (UDIM)

Postby paride4331 » Fri Sep 07, 2018 7:44 am

paride4331 Fri Sep 07, 2018 7:44 am
HI jim99,
https://render.otoy.com/forum/viewtopic.php?f=80&t=68703
Does it mean (UDIM) will not work in 3.08.3 - 5.14 3dsmax ? > UDIM only on V4.
Regards
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Re: Usage of Image Tiles texture (UDIM)

Postby SergKlyosov » Mon Sep 10, 2018 10:01 am

SergKlyosov Mon Sep 10, 2018 10:01 am
Hi neonZorglub and Paride,

I have a question regarding workflow using displacement and UDIM

There is a seamless texture applied to a simple plane which has 4 UDIMs
As I have prompted in standalone topic: to make displacement work on surface which has UDIM - I need to use Bake Texture
But there is an issue, when this seamless texture is used for displacement via Bake Texture node there are a lot of visible seams and torn edges, for some reason Octane reads black and white information on edges of each UDIM differently and there is a significant difference in height
This issue realted to SA as well, not only to 3Ds Max

Is there any workaround to make displacement work properly?

Also is this "Bake texture node" baking each UDIM tile to specific resolution or resolution of this node will be representing all UDIM and there will be lesser quality?
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Re: Usage of Image Tiles texture (UDIM)

Postby paride4331 » Mon Sep 10, 2018 11:48 am

paride4331 Mon Sep 10, 2018 11:48 am
Hi SergKlyosov,
I have no solution to question; maybe you have to wait for RC4 (RC3 has textures issues).
You could try increasing level detail, displacement direction to smoothed and set filter type.
Your textures will get baking texture resolution.
Regards
Paride
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Re: Usage of Image Tiles texture (UDIM)

Postby jim99 » Wed Sep 12, 2018 2:34 am

jim99 Wed Sep 12, 2018 2:34 am
Some Tutorial on UDIM setup in max will be helpful some screen shot will be nice too...UDIM is very standard workflow for high end vfx now..
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Re: Usage of Image Tiles texture (UDIM)

Postby paride4331 » Fri Sep 14, 2018 10:46 am

paride4331 Fri Sep 14, 2018 10:46 am
Hi Jim99,
I would have preferred to postpone the definitive V4 before posting tutorials about new feautures.
I hope multitile keeps it that way. Do not forget that at the moment:
-Issues with 3dsmax's MultiTile:
-The number of tiles displayed in the viewport is limited to 8.
-Changing the UV offsets by clicking on the spinner arrows redraw all Windows of 3dsmax .. (2017,2018). This has been fixed in max 2019.
-in Custom format, when changing the image file of one of the existing textures, the UVs are re-set to 0.0, even if the dialog shows the previous UVs.
You need to re-type those UVs, and press enter to fix it.
-When changing the UVs or the image files, the render in viewport is not always updated correctly .. It seems 3dsmax keep previous images.
One way to fix this is to save and reload your scene.
-When using Tile Grid mode, changes to tiles will be reflected in the MultiTile, and the viewport.
If the viewport does not update correctly, you can clear the MultiTile, and recreate it using the context menu 'Copy grid to MultiTile'.
-Note that those viewport Update issues like from MutiTile, and also happen Octane, like when using ScaneLine Renderer ..
We should provide better alternatives in the future.
Regards
P
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Re: Usage of Image Tiles texture (UDIM)

Postby SergKlyosov » Mon Sep 17, 2018 10:47 am

SergKlyosov Mon Sep 17, 2018 10:47 am
paride4331 wrote:Hi SergKlyosov,
I have no solution to question; maybe you have to wait for RC4 (RC3 has textures issues).
You could try increasing level detail, displacement direction to smoothed and set filter type.
Your textures will get baking texture resolution.
Regards
Paride


Hi Paride

It has fixed in RC4 Release, do developers have any ETA for upcoming update for 3Ds Max plugin?

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