When you plan to support UDIM ?

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MaaYaa
Posts: 14
Joined: Wed Aug 31, 2016 1:51 pm

I'm not talking about someones scripts written at home in free time
those are not reliable when we talk about production

so what about full UDIM support ?
do we need to wait for 4.0 version or it will be done in 3.1 ?

Best Regards !
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

MaaYaa wrote:I'm not talking about someones scripts written at home in free time
those are not reliable when we talk about production

so what about full UDIM support ?
do we need to wait for 4.0 version or it will be done in 3.1 ?

Best Regards !
We don't know yet. UDIM texture support is not a small change in the texturing system, so we will have to wait until OSL is done to see how it can/should be done within the new material system. But we have it on our radar.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
MaaYaa
Posts: 14
Joined: Wed Aug 31, 2016 1:51 pm

abstrax wrote:
MaaYaa wrote:I'm not talking about someones scripts written at home in free time
those are not reliable when we talk about production

so what about full UDIM support ?
do we need to wait for 4.0 version or it will be done in 3.1 ?

Best Regards !
We don't know yet. UDIM texture support is not a small change in the texturing system, so we will have to wait until OSL is done to see how it can/should be done within the new material system. But we have it on our radar.
unfortunately UDIM is more important than atmospherics fluid effects for production
because it sits into second box of a whole 3d production pipeline .
(modeling texturing animation rendering post production)
whereas, fluid effects and smoke and fire mostly solved in post , at least in 95 % of all productions (there is no necessity of rendering 300 frames of fire in 20 minutes with octane, if I can render that same fire with arnold and renderman in 40 minutes ) for example new renderman renders atmospherics 5-10x faster than previous version and its free ...
I hope you will have full support of production features in near future
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

MaaYaa wrote:I'm not talking about someones scripts written at home in free time
those are not reliable when we talk about production
so what about full UDIM support ?
In the meantime did you even try this Maya python script for UDIM in Octane ?
viewtopic.php?f=28&t=55801

There's no way it can become unreliable on your productions, UDIM is only one file naming convention for multi-tile, no magic here.
Or if you found any flaws please tell me, I'd be happy to improve the script.
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octane_UDIM_tile_0.2.py.zip
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Pascal ANDRE
MaaYaa
Posts: 14
Joined: Wed Aug 31, 2016 1:51 pm

calus wrote:
MaaYaa wrote:I'm not talking about someones scripts written at home in free time
those are not reliable when we talk about production
so what about full UDIM support ?
In the meantime did you even try this Maya python script for UDIM in Octane ?
viewtopic.php?f=28&t=55801

There's no way it can become unreliable on your productions, UDIM is only one file naming convention for multi-tile, no magic here.
Or if you found any flaws please tell me, I'd be happy to improve the script.
) Great thank you calus
but as you can read from abstrax reply "UDIM texture support is not a small change in the texturing system,"
and you're saying: "UDIM is only one file naming convention for multi-tile, no magic here."

well, how this 2 statements correlates with each other, I swear I don't know .
but I think developers answer mean more
anyway , either they don't want to put that function there... and I don't know why , or
it might be problems with a script
but I will check it . thank you very much
really don't understand why they don't implement that script into octane if its only name convention and "no magic here"
can anyone explain ?
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

MaaYaa wrote: really don't understand why they don't implement that script into octane if its only name convention and "no magic here"
can anyone explain ?
UDIM is only a convention in file naming telling which UV tile to use with which texture file, no special file format to support,
so the only thing to do to use UDIM files with Octane plugins, is to parse filenames and layer the textures together accordingly to their UV tile.

But there's some limitations:
Normal Maps and displacement maps can't be supported,
as there's no way yet in Octane, to layer normal maps together or to layer displacement maps together.

So supporting UDIM natively in Octane involves a lot more than what a script can do...
Pascal ANDRE
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