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Author Topic: Support for multiple UV tiles (nd Udim)  (Read 12066 times)

pjenness

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Support for multiple UV tiles (nd Udim)
« on: April 10, 2014, 08:46:26 AM »

Hi

In vfx industry we are often using multiple UV tiles on an asset/object. This is to allow multiple 4k,8k maps of super resolution.

Could this be supported in photoscan please.?

At the moment I am currently trying to bake textures to a high res rock formation model that has 9 UV tiles. At the moment I have to reimport 9 times into PS with Uvs that shift thru the first default tile.

It would be great to adopt the conventions that mudbox and other apps do..

Give a starting tile (if the first tile is 1, or 1001 in our case) then counts up.
Also set a uDIm , the u  row max . For example a uDim of 10 will allow a row of 10 tiles, then stack to next row. (ie first row 1001-1010, the second row  1011-1020 ...)

If this could be native to PS that would be amazing. If not could settle for a python script for Pro version.

Thanks!

-P
Lead Environtment Artist
Weta Digital

http://www.imdb.com/name/nm1473416/

pjenness

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Re: Support for multiple UV tiles (nd Udim)
« Reply #1 on: April 14, 2014, 08:24:36 AM »
Hi

Just bumping this

Is this possible to add?

Just got a aset that has over 20 tiles of UVs , which means I have to manually extract texture 20 + times and shift the UVs to 1001 each time.

Cheers

-P
Lead Environtment Artist
Weta Digital

http://www.imdb.com/name/nm1473416/

henryC

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Build Texture -> generate uv tiles
« Reply #2 on: January 01, 2015, 10:03:13 PM »
 It seems a pretty trivial addition to the build texture generation to support UDIM  tile naming conventions  which is now the default  for most VFX texturing pipelines.   

Currently when a obj mesh is imported with multiple shading groups texture generation will generate a unique texture for each of those shading groups. though this still assumes that the uvs have been laid out within the 0-1 uv space.

In order to support udim tiles we would require that build texture generates textures outside of this 0-1 range. So if a mesh had uvs  that ranged between u=0,v=0 and  u=2.0,v=0  internally build texture would assume that  its required to build two textures for  the uv ranges  (0,0,1,1)  and (0,1,2,1).


some explanation of the naming of udim tiles http://bneall.blogspot.ca/p/udim-guide.html







pjenness

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Re: Build Texture -> generate uv tiles
« Reply #3 on: January 20, 2015, 03:25:45 AM »

Hi

Yes please. That would be super!!

-P

Lead Environtment Artist
Weta Digital

http://www.imdb.com/name/nm1473416/

pjenness

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Re: Build Texture -> generate uv tiles
« Reply #4 on: February 01, 2015, 12:39:14 PM »


Looks like this is at least half implemented with pages.

It uses the obj groups to make pages of UVs.

If can auto implement creating pages from the multiple UV tiles I think its almost there

-P
Lead Environtment Artist
Weta Digital

http://www.imdb.com/name/nm1473416/

pjenness

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Re: Build Texture -> generate uv tiles
« Reply #5 on: February 13, 2015, 08:45:40 AM »

Hi

Just wondering if devs have looked at this thread to consider it.

It would be REALLY useful for me right now I have a mode that has 6 UV tiles laid out in a row.
To extract textures at the moment I either:

Bring in the file 6 times with the UV tiles moved to the 0-1 position to extract the texture
or
Split the model into groups based on UVs, and have all the UVs overlap in 01-. This I think will create UV "pages" in Photoscan.

Ideally photoscan would update to be similar to Mari, Mudbox,zBrush, renderman where there is a tile naming structure

Mudbox uses something like U1,V1.  Renderman uses something like 1001 (first tile) 1002, 1003.....

Any solution is good if it helps automate it.

Either that or a script to help extract texture, save , shift next UV tile into 0-1 , extract, save , shift etc.

Much appreciated if this could be addressed, I think most of the functionality is already available, jsut needs tool scritped into place.

Cheers!!!

-P




Lead Environtment Artist
Weta Digital

http://www.imdb.com/name/nm1473416/

mrrafs

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Re: Build Texture -> generate uv tiles
« Reply #6 on: September 11, 2015, 07:49:19 PM »
+1

tarjep

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Re: Build Texture -> generate uv tiles
« Reply #7 on: September 12, 2015, 04:11:07 PM »
I'm really interested in incorporating Agisoft into our own vfx studio.

So please add support for UDIM's!

Alexey Pasumansky

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Re: Support for multiple UV tiles (nd Udim)
« Reply #8 on: December 16, 2015, 02:02:57 PM »
Hello all,

We've added the possibility to export models texture using UDIM layout in the version 1.2.1.

The option is available in Export Model dialog.
Best regards,
Alexey Pasumansky,
Agisoft LLC

IronMan

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Re: Support for multiple UV tiles (nd Udim)
« Reply #9 on: December 17, 2015, 07:35:55 PM »
Looking good Alexey!
One thing that might help all the vfx users is the ability to import a model with existing udim tiles cause I think at the moment you are only able to generate the udim tiles in agisoft right?