How can i use UDIMs in OctaneBlender?
I do have Mari UDIMs e.g. Color.1001.png
They do work perfectly fine in the Octane StandAlone setting the filename to Color.%i.png - my grid size to X 10 and Y 3, Start to 1001 and Digits to 4.
But i cannot figure out how to make that work in OctaneBlender. I tried filenames like Color.1001.png Color.%i.png and Color.<udim>.png Neiter did the trick.
What am I doing wrong?
HowTo use UDIMs?
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Here it is. Please let me know if you have any question.
- Attachments
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- UDIMDEMO.rar
- (259.09 KiB) Downloaded 363 times
Hello, did you succed to make it work with udims? like you i can get it to work in the standalone but not in blender (copying the grid/start/digit setup).
the file in UDIMDEMO is working as expected but i'm worlking with udim, not uuvv setup.
the file in UDIMDEMO is working as expected but i'm worlking with udim, not uuvv setup.
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Please try the attached scene and check if it may help solving the issue! Thanks!
- Attachments
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- UDIM - 1###.7z
- (80.97 KiB) Downloaded 352 times
Thanks linograndiotoy .
It's working
it's a funny way to work with udim. with this setup you can "only" go up to udim 1099. but that quite good enough for my needs. i never goes over 1050/1060.
thanks again
and i hope it will work correctly as it should with %i soon.
It's working

it's a funny way to work with udim. with this setup you can "only" go up to udim 1099. but that quite good enough for my needs. i never goes over 1050/1060.
thanks again

I got it to work, and I'm posting the solution here
Basically there are several steps that need to be taken in order to get UDIMs to properly work in Octane for Blender:
1. Use the TextureTile node and not just the plain Texture node.
2. Replace the last 4 digits in the UDIM file name to "1%i". So for instance, let's say your file name is the following: SPACESHIP_BASECOLOR_1001.exr in order for Octane to recognize it you have to change it to SPACESHIP_BASECOLOR_1%i.exr (at least this is what is working for me)
3. Now you need to change the number or rows in the node Grid Size (X) and (Y) to 10 and 10 (the second number should be higher if you have more than 100 UDIM tiles to match your UDIM set.
4. Now you need to change the Start value in the Node parameter to 1 because UDIMs start at 1001
5. Double check that your Digits is set to 3 because Octane disregards the first digit so it's only looking at 001, 002, 003 etc.
That should do it.
In the meantime, I will point to this video that ultimately was what got me to the solution.
https://youtu.be/vnYznjQXd8E
Basically there are several steps that need to be taken in order to get UDIMs to properly work in Octane for Blender:
1. Use the TextureTile node and not just the plain Texture node.
2. Replace the last 4 digits in the UDIM file name to "1%i". So for instance, let's say your file name is the following: SPACESHIP_BASECOLOR_1001.exr in order for Octane to recognize it you have to change it to SPACESHIP_BASECOLOR_1%i.exr (at least this is what is working for me)
3. Now you need to change the number or rows in the node Grid Size (X) and (Y) to 10 and 10 (the second number should be higher if you have more than 100 UDIM tiles to match your UDIM set.
4. Now you need to change the Start value in the Node parameter to 1 because UDIMs start at 1001
5. Double check that your Digits is set to 3 because Octane disregards the first digit so it's only looking at 001, 002, 003 etc.
That should do it.
In the meantime, I will point to this video that ultimately was what got me to the solution.
https://youtu.be/vnYznjQXd8E