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UDIM tiles obvious bug

Posted: Tue Nov 11, 2025 8:37 am
by poison
this was banging my head for a couple of days..
when you use image-tiles which was intended specifically for UDIM usage, the workflow is very simple
select any of the tiled image following naming convention for udims e.g. Earth_Disp_1001.tif for your 1st udim image in 8x4 tile array.
That means that your 9th image is not Earth_Disp_1009, but Earth_Disp_1011 cause the matrix is 8x4 and it advances in V coord space to 1.0

Attached image shows that eventhough the directory is listing correct file structure, the text output box that lists all the files it thinks are images to be load, clearly shows that it needs Earth_Disp_0009, Earth_Disp_0010,Earth_Disp_0019,Earth_Disp_0020... where in fact they are NOT part of a 8x4 array.

BTW. this setup works out of the box in Redshift straight from the rs-image texture node, where the only thing i had to is write Earth_Disp_<UDIM>.tif.

attachment=0]UDIM_bug.png[/attachment]

thank you.

C4d 2025.4 , oct plugin 2025.4, WIN 10, rtx 3090, ram 192GB

Re: UDIM tiles obvious bug

Posted: Wed Nov 12, 2025 8:27 am
by bepeg4d
Hi,

What happens if you set the array to 10x4?
You should see 0009, and 0010 as empty tiles.

ciao,
Beppe

Re: UDIM tiles obvious bug

Posted: Fri Dec 05, 2025 11:53 am
by DinoMuhic
poison wrote: Tue Nov 11, 2025 8:37 am this was banging my head for a couple of days..
when you use image-tiles which was intended specifically for UDIM usage, the workflow is very simple
select any of the tiled image following naming convention for udims e.g. Earth_Disp_1001.tif for your 1st udim image in 8x4 tile array.
That means that your 9th image is not Earth_Disp_1009, but Earth_Disp_1011 cause the matrix is 8x4 and it advances in V coord space to 1.0

Attached image shows that eventhough the directory is listing correct file structure, the text output box that lists all the files it thinks are images to be load, clearly shows that it needs Earth_Disp_0009, Earth_Disp_0010,Earth_Disp_0019,Earth_Disp_0020... where in fact they are NOT part of a 8x4 array.

BTW. this setup works out of the box in Redshift straight from the rs-image texture node, where the only thing i had to is write Earth_Disp_<UDIM>.tif.

attachment=0]UDIM_bug.png[/attachment]

thank you.

C4d 2025.4 , oct plugin 2025.4, WIN 10, rtx 3090, ram 192GB
We will look into this.

in the meantime you could switch to using 2026.1, try to use the MaterialX Image node instead, and just put the same kind of path you use with RedShift:
Earth_Disp_<UDIM>.tif
MaterialX image nodes support UDIMs with this pattern out-of-the-box

Re: UDIM tiles obvious bug

Posted: Wed Dec 10, 2025 12:55 am
by roeland
What beppe says, UDIM has a fixed width of 10 tiles. You don't have to fill up that entire width but it is always 10.

Technically UDIM has a linear tile index starting at 1001. In any UDIM grids I’ve seen, the first row is 1001–1010, the second is 1011–1020, etc. Originally UDIM allowed other grid widths in which case it would wrap exactly in the way you observed. But in practice everyone uses 10 and Foundry now seems to have updated their spec to reflect that.

Re: UDIM tiles obvious bug

Posted: Wed Dec 10, 2025 4:35 am
by arnon.marcus
To add to what Roeland said, I've managed to demonstrate this working in Cinema4D, with a plane with camera-position projection used as UVs with a modulo of 8x4 to get the desired grid repeated:
C4D_UDIMs_using_ImageTiles_node.png