Is there any way to combine the UDIM exports to one UDIM file per channel only ?? Currently, your system export one file per UDIM + per texture set !! Resulting in huge amount of unneeded files. You need to put an option to combine the result of the different texture sets on the same UDIM file !
In the latest version as of today the $tag does nothing. I keep getting random names from the tag like basecolor_17png. Why is no one talking about this anywhere or is it just me?
@@KalvinKingdonsVids Hey! I did actually figure it out, the $tag works amazingly, the problem was my UV layout. It's been 3 months so forgive my vague memory. I created a Knuckles the Echidna model and when laying out the UVS three different points that I had terminated my loops at were misplaced in different udims when separating them out in Maya. I had my settings so that only what I was looking at directly would be selected when I drag selected my model. I forget what that option is but I had forgotten I turned it on. You see the problem when you should be selecting all of the model to unwrap. I figured it out by chance in Zbrush. I tried to transfer my UV's to a pre-saved model using Unwrap and Morph UVs to check if it was still there. And when I clicked on the head of my character. I saw a small part of his dreads completely stretch off screen like gum. It was the same for 2 other separated subtools. So if you have this issue double check your UVS first one at a time. Usually the most complicated problems have the most simple solution so try everything you know first.
The only issue I have is having to rename the files manually after export. I wish there was a way to swap out the UDIM number for a name so I can export straight to the game directory.
Wow, this is like Xmas in the middle of summer!! So excited to see this feature implemented, and it looks like your team has done a really good job from what I can tell!! Congrats on releasing this! Now back to texturing my character! 😍
How to use them with mormoset, struggling with it , done my character with UDIM but now don't know how to go through mormoset with them , I just want to render my model
Why the workflow is so awful? SP on export creates texture maps for EACH individual material. if you have for example 64 mats on 16 UV Udims, it will export textures as 64xMesh Maps, and NOT 16xMesh Maps. Which result in way larger amount of textures files on output. Or you have to group your UVs by the Material in your 3d app, which is also strange. Or you will need to swap your model to the model with only ONE mat applied, after you've done texturing prior to texture export, but I didn't try this method, and not sure that it will work. But awful overall app performance and stability even in 2K was the last straw in cancelling the subscription and switching to Mari. Hope you guys you will improve Painter.
Assigning one material to your mesh is the best way to go and guaranteed to work. Alternatively you can re-assign and reorganize texturesets (materials) right inside Painter, but it's definitely slower than just doing it in your 3D app.
@@Substance3D Thank you for reply, hope you guys will fix this, I think it is just the matter of combining output textures by UV in last stage of the export process. But doing this manually is very painful and time consuming. May be you know the convenient method I can bake material preset/sbasar in to the texture? I mean I have layers of sbsars, but they can slow down performance pretty heavily, and after I set up all the attributes the button or a command will just bake the result in to the texture. The way I'm doing it now, is to open Substance Player, configure and export to the textures, then import the textures in Painter.
@@Foxtrot2F Honestly an export script to assign a single material in your 3D program is much simpler and the best way to work. Or you can keep a second version of the mesh to export like this. It's pretty common to work like this. If you have a current file that is already split in texturesets, you can update the mesh to have on textureset, and then use the textureset management dialog to reassign the "lost" texturesets. No need to make it so hard and painful like you currently are experiencing.
@@Substance3D yep, already started to work in that way, and I loved the feature of selecting on which UV Set to apply specific Fill Layer. But with one mat you're losing ability to show/hide mesh by material in painter, which is pretty useful sometimes with complex meshes.
@@Foxtrot2F Ahh but you are wanting to hide/show things, this is why we added Geoemtry mask to the recent release. Have you tried it? It lets you hide/show/mask parts based on sub-objects, no need to use texturesets for that anymore. See this video: czcams.com/video/TGASuIGSUns/video.html
I looked at this hoping I could find a solution for the naming scheme for the udim tiles the reason is because at least for blender, the image names are really letter sensitive, otherwise they wont work or load in. basically the naming should go like this: name.1001.png name.1002.png and so on, plus also for all other image textures like roughness, normal maps, metallic, ambient occlusion, curvature. the solution: when you go to your project and the output settings, if you have made a custom settings list like I have done for blender. use the $project and other naming things to make names work properly. Spesifically add Period and then $udim so something like this: $project_name_.$udim I had one model with 10 udim tiles, and 5 texture sets needless to say it was NOT fun renaming ALL (50) of them MANUALLY because I could not find it, not even on this video so I hope I helped anyone with this
this workflow is amazing, i try my first video with Blender and just a plane cut in 3 UDIM and the amont of texel resolution i get with just 2K and 4K texures, is insane !!! I was never able to achieve that before, we don't lose detail in element anymore, with that kind of unfolding UV process.
your tool is comming closer and closer to use with Daz studio, i am selling 3d characters for a vew months, i and 1000,s other Daz studio users are happy with a tutorial on how to go from Daz studio to Substance painter. Tell us how to configure everything on how to properly export from Daz to import in Substance painter, make adjustments on the skin. After that how to export to Daz studio asing all maps including Normal and Bump map and specular maps. I believe we can now paint over the whole character as Substance Painter now support UDIM right? thanks for reading.
Does Daz Studio work with PBR materials? You can build custom exports for any renderers in Painter. Also, if you need non PBR specular/diffuse you can use the conversion options in the export preset builder.
@@Substance3D Yes Daz studio works with Iray materials, a solid tutorial would be great on how to switch between both apps maye a bridge would bring a lot of cash flow on your side. i guarentee that.
should be added a $geometryname or $udimdescription option to the export naming conventions, I had an issue working with game industry workflow
Is there any way to combine the UDIM exports to one UDIM file per channel only ??
Currently, your system export one file per UDIM + per texture set !! Resulting in huge amount of unneeded files.
You need to put an option to combine the result of the different texture sets on the same UDIM file !
maybe there's a way changing the export tags ill take look at it
hey, did you ever find out if there is a way? I am having this problem now..
How do I export udim tiles as one texture?
soo did u find some tricks for that?
omg i have been waiting for long time for painting across udim..now i dont need to go for other option to paint across uv...... love you algorithm
In the latest version as of today the $tag does nothing. I keep getting random names from the tag like basecolor_17png. Why is no one talking about this anywhere or is it just me?
Did you ever figure this out? I've been searching everywhere for a fix. Like you said. I can't find anyone talking about this.
@@KalvinKingdonsVids Hey! I did actually figure it out, the $tag works amazingly, the problem was my UV layout. It's been 3 months so forgive my vague memory. I created a Knuckles the Echidna model and when laying out the UVS three different points that I had terminated my loops at were misplaced in different udims when separating them out in Maya. I had my settings so that only what I was looking at directly would be selected when I drag selected my model. I forget what that option is but I had forgotten I turned it on. You see the problem when you should be selecting all of the model to unwrap.
I figured it out by chance in Zbrush. I tried to transfer my UV's to a pre-saved model using Unwrap and Morph UVs to check if it was still there. And when I clicked on the head of my character. I saw a small part of his dreads completely stretch off screen like gum. It was the same for 2 other separated subtools. So if you have this issue double check your UVS first one at a time. Usually the most complicated problems have the most simple solution so try everything you know first.
The only issue I have is having to rename the files manually after export. I wish there was a way to swap out the UDIM number for a name so I can export straight to the game directory.
Wow, this is like Xmas in the middle of summer!! So excited to see this feature implemented, and it looks like your team has done a really good job from what I can tell!! Congrats on releasing this! Now back to texturing my character! 😍
i guess Im pretty randomly asking but do anybody know of a good place to stream newly released series online ?
@Terrance Langston flixportal xD
@Koda Otis thank you, signed up and it seems like a nice service :) I really appreciate it!
@Terrance Langston happy to help =)
How in Designer (sbsar filter for Painter) indicate output for specific UDIM?
How to use them with mormoset, struggling with it , done my character with UDIM but now don't know how to go through mormoset with them , I just want to render my model
the UV checkbox's don't show up for me in the export window?
I cant export it to ssketchfab though, the sketchfab dropdown list is greyed out? Please help
Did you ever figure this out?
Does anyone else has a problem with the Padding? I tried all the different methods but always the result is as dilation infinite.
Why the workflow is so awful? SP on export creates texture maps for EACH individual material. if you have for example 64 mats on 16 UV Udims, it will export textures as 64xMesh Maps, and NOT 16xMesh Maps. Which result in way larger amount of textures files on output. Or you have to group your UVs by the Material in your 3d app, which is also strange. Or you will need to swap your model to the model with only ONE mat applied, after you've done texturing prior to texture export, but I didn't try this method, and not sure that it will work. But awful overall app performance and stability even in 2K was the last straw in cancelling the subscription and switching to Mari. Hope you guys you will improve Painter.
Assigning one material to your mesh is the best way to go and guaranteed to work. Alternatively you can re-assign and reorganize texturesets (materials) right inside Painter, but it's definitely slower than just doing it in your 3D app.
@@Substance3D Thank you for reply, hope you guys will fix this, I think it is just the matter of combining output textures by UV in last stage of the export process. But doing this manually is very painful and time consuming. May be you know the convenient method I can bake material preset/sbasar in to the texture? I mean I have layers of sbsars, but they can slow down performance pretty heavily, and after I set up all the attributes the button or a command will just bake the result in to the texture. The way I'm doing it now, is to open Substance Player, configure and export to the textures, then import the textures in Painter.
@@Foxtrot2F Honestly an export script to assign a single material in your 3D program is much simpler and the best way to work. Or you can keep a second version of the mesh to export like this. It's pretty common to work like this.
If you have a current file that is already split in texturesets, you can update the mesh to have on textureset, and then use the textureset management dialog to reassign the "lost" texturesets. No need to make it so hard and painful like you currently are experiencing.
@@Substance3D yep, already started to work in that way, and I loved the feature of selecting on which UV Set to apply specific Fill Layer. But with one mat you're losing ability to show/hide mesh by material in painter, which is pretty useful sometimes with complex meshes.
@@Foxtrot2F Ahh but you are wanting to hide/show things, this is why we added Geoemtry mask to the recent release. Have you tried it? It lets you hide/show/mask parts based on sub-objects, no need to use texturesets for that anymore. See this video: czcams.com/video/TGASuIGSUns/video.html
I looked at this hoping I could find a solution for the naming scheme for the udim tiles
the reason is because at least for blender, the image names are really letter sensitive, otherwise they wont work or load in.
basically the naming should go like this:
name.1001.png
name.1002.png
and so on, plus also for all other image textures like roughness, normal maps, metallic, ambient occlusion, curvature.
the solution:
when you go to your project and the output settings, if you have made a custom settings list like I have done for blender.
use the $project and other naming things to make names work properly. Spesifically add Period and then $udim
so something like this:
$project_name_.$udim
I had one model with 10 udim tiles, and 5 texture sets
needless to say it was NOT fun renaming ALL (50) of them MANUALLY because I could not find it, not even on this video so I hope I helped anyone with this
does Unreal support UDIMS?
It does in its latest version (4.25)
Is it possible to export some word as udim name instead of numbers?
this workflow is amazing, i try my first video with Blender and just a plane cut in 3 UDIM and the amont of texel resolution i get with just 2K and 4K texures, is insane !!! I was never able to achieve that before, we don't lose detail in element anymore, with that kind of unfolding UV process.
Great to hear!
@@Substance3D czcams.com/video/FpME1Abqqg4/video.html look at this just a plane cut in tree udim and it's already amazing, with à good HDRI.
nice video. one question. How input if i have 2 (udims) in one material on c4d?
after the export when i bring those tuexture to my project the texture doesn't fit
Which 3D program are you using? The 3D software will need to work with UDIM texture naming if you are using a UDIM project in Painter.
@@Substance3D yes im using 3ds max my outputs are also vrag next udim on all export setting
Can UDiMS be exported and imported in .exr format?
Yes no problem : )
your tool is comming closer and closer to use with Daz studio, i am selling 3d characters for a vew months, i and 1000,s other Daz studio users are happy with a tutorial on how to go from Daz studio to Substance painter. Tell us how to configure everything on how to properly export from Daz to import in Substance painter, make adjustments on the skin. After that how to export to Daz studio asing all maps including Normal and Bump map and specular maps. I believe we can now paint over the whole character as Substance Painter now support UDIM right? thanks for reading.
Does Daz Studio work with PBR materials? You can build custom exports for any renderers in Painter. Also, if you need non PBR specular/diffuse you can use the conversion options in the export preset builder.
@@Substance3D Yes Daz studio works with Iray materials, a solid tutorial would be great on how to switch between both apps maye a bridge would bring a lot of cash flow on your side. i guarentee that.