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  • Published 5 Mar 2019

UDIM / UV Tiles Support

Why UV Tiles?Maximum Texture resolution for large Terrains ,Characters and other assets. Instead of Loading one Giant Texture (16k or even 32k) its way more memory efficient to load several smaller textures (eg 2k, 4k). Additionally its almost impossible with most Rigs to paint a 32k textures without lags or crashing. Using UV Tiles is a common workflow used in all big productions but not yet supported in Blender.There are some workarounds using nodes but there is no Solution for using Displacement with UV Tiles. 

97.1%

Development Status: In Development

Upvote 100 Downvote 3
steffen.hess1
5 Mar 2019

23 Comments

fiendari

udim is needed I think it's becoming industry standard by now :)

3
kanishk2391

This is soo soo important.... UDIM is followed in almost all software packages.. This will ease out texturing large assets

3
mindinsomnia

This needs to be marked as 'done'.

2
slowk1d

This should be marked as done.

1
momotron2000

the status needs to be changed to "Done"

1
pipeliner

hey isn't this already in master?

1

* @pipeliner * Yes

pipeliner

* @Kdaf * the status needs to be changed to "Done"

2
MeshVoid

I barely make any organic character these days without the use of UDIMS (Because of amazing close-up shot details you can achieve with this technique on your characters, optimizing texture size) =((. I don't really need the UDIM support for seamless texture painting in Blender (I imagine this can be very problematic to implement and retain stability) as it can be done in other software packages, particularly Mari. But I need to be able to stack those UV tiles in order in the UV editor, and it seems that almost every other package has this function for quite a long time. IMO, it's the Achilles' heel of Blender. Whenever I finish organic model in Blender I have to UV it in other package and also render it in other software, but It would be so great to stay in Blender and not to switch.

1
MeshVoid

Please

1
hansberickson

Udim texturing is ultra important for my workflow since I deal with clamped (clipped) textures exported from Substance Painter. On large assets I need to preserve texel density and having UDIM support reduces the number of materials I would have to apply to a single asset that I really do not wish to break down into separate objects.

1
markbehm71

UDIM is great for so many different reasons and spans from games to film. It seems like one of those easy standard to agree on.

1
tommorgan985

Used blender for the first time on a larger modelling project lack of UDIM support did cause some frustration

1
momotron2000

Change the status to done!!!

Kdaf

Done, no ?

pipeliner

* @Kdaf * yep

pipeliner

it's in MASTER, right????

momotron2000

UDIM is coming in 2.81!

MeshVoid

* @momotron2000 * Hell, It's about time!

momotron2000

* @Chingiz Jumagulov * oh yeah!

MeshVoid

* @momotron2000 * The task got tagged as a milestone for 2.82. Given the fact that September 13th is the deadline for features for 2.81, it seems that UDIMs won't be the part of the 2.81 release. This makes me sad...

momotron2000

* @Chingiz Jumagulov * wtf I read this is going to be merged into master! Why Blender people? We need UDIMS!!!

MeshVoid

* @momotron2000 * We actually do =((, As for now I'm assigning bazillion materials on my models as a workaround...

1