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  • Published 29 Oct 2021

UV Offset / UDIM UV Offset for Texture Baking

The Problem:

Currently blender uses the 0 to 1 UV space when baking to the target texture. This is a problem for UDIM users who utilize UV space outside of this range.

The work around users currently have to endure is either 1) move their UVs each time they bake and move them back after the bake, or 2) create a new copy of the UV map for each UDIM tile and shift it manually (but after every set of UV changes, these duplicate UVs must be kept in sync).


Solution 1 | The Easy Way:

Adding a UV Offset to the Bake Settings would be the simplest way to resolve this problem.

The offset would allow users to specify the offset needed to move UVs into the range of 0 to 1. Allowing arbitrary offsets may or may not be that useful, but the ability to shift by whole number increments (or calculate the offset from a UDIM number) definitely would be.


Solution 2 | The Hard Way:

Another (more complex) way to solve this problem, is to detect if the target texture has UDIM tiles and present the user with the option to bake to a specific tile using the UVs that correspond to that tile. This feature could further be expanded by allowing for baking to multiple tiles at one time.


Conclusion:

In my opinion, the simplicity of first solution makes it the more desirable option. The first solution would also integrate nicely with changes to baking proposed here: blender.community/c/rightclickselect/1Vfbbc/


Mockup:

I have created a quick mockup of how the first solution could look in the UI. OffsetMockup.png

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Development Status: Open

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ethanhall
29 Oct 2021

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