manx151089 Posted May 14, 2016 Share Posted May 14, 2016 Hi, Ive got a model and it has a UDIM texture sequence. What is the workflow for applying a UDIM texture sequence in HTOA or Mantra for in Houdini 15. Thanks, Manish 1 Quote Link to comment Share on other sites More sharing options...
malexander Posted May 14, 2016 Share Posted May 14, 2016 The syntax for UDIM files is filename%(UDIM)d.ext where %(UDIM)d takes the place of the frame number. So if you had image1001.exr, image1002.exr, it'd be image%(UDIM)d.exr. The texture fields in the principled shader accept this format, and if you're writing your own shader, the Texture VOP has a parameter to expand UDIM sequences which you'll want to enable. 4 Quote Link to comment Share on other sites More sharing options...
manx151089 Posted May 19, 2016 Author Share Posted May 19, 2016 On 5/14/2016 at 7:53 PM, malexander said: The syntax for UDIM files is filename%(UDIM)d.ext where %(UDIM)d takes the place of the frame number. So if you had image1001.exr, image1002.exr, it'd be image%(UDIM)d.exr. The texture fields in the principled shader accept this format, and if you're writing your own shader, the Texture VOP has a parameter to expand UDIM sequences which you'll want to enable. Thanks! But what if I am using and arnold standard shader? Quote Link to comment Share on other sites More sharing options...
davpe Posted May 19, 2016 Share Posted May 19, 2016 with arnold its image<udim>.ext Quote Link to comment Share on other sites More sharing options...
Tony Boughen Posted March 10, 2017 Share Posted March 10, 2017 I am very new to houdini and am texturing a very large (to scale) cement structure and the UV's are in four UDIM spaces. They are file named: ramp03diffuse.Base.1011, ramp03diffuse.Base.1012, ramp03diffuse.Base.1013, and ramp03diffuse.Base.1014 "The syntax for UDIM files is filename%(UDIM)d.ext where %(UDIM)d takes the place of the frame number. So if you had image1001.exr, image1002.exr, it'd be image%(UDIM)d.exr." this is likely very straight forward to anyone who is more experienced. When I created my tiff's in Mari it exported the four files named exactly as above. I have tried a number of variations in the naming, (not having dots, 1001 to 1004 instead of 1011 to 1014). I understand that the four numerals represents the udim space. . . .etc. Can someone help me figure this out? I'm getting a headache! Very much appreciated, Tony Quote Link to comment Share on other sites More sharing options...
michael Posted March 10, 2017 Share Posted March 10, 2017 ramp03diffuse.Base.1011 (what is the file format?...lets say .exr) ramp03diffuse.Base.1011.exr filename%(UDIM)d.ext so... ramp03diffuse.Base.%(UDIM)d.exr should work... Quote Link to comment Share on other sites More sharing options...
Tony Boughen Posted March 11, 2017 Share Posted March 11, 2017 thanks for the reply, - do you change just the first one, or do you change all four? Quote Link to comment Share on other sites More sharing options...
michael Posted March 11, 2017 Share Posted March 11, 2017 you'll want all your textures to have the same naming pattern. Quote Link to comment Share on other sites More sharing options...
Matt_K Posted March 11, 2017 Share Posted March 11, 2017 Hey Tony, You don't change your texture names - this is the pattern you use on the shader texture fields, and you then enable the UDIM expansion on the Texture VOP - from malexander's post above: On 5/14/2016 at 4:23 PM, malexander said: The syntax for UDIM files is filename%(UDIM)d.ext where %(UDIM)d takes the place of the frame number. So if you had image1001.exr, image1002.exr, it'd be image%(UDIM)d.exr. The texture fields in the principled shader accept this format, and if you're writing your own shader, the Texture VOP has a parameter to expand UDIM sequences which you'll want to enable. Hop that helps, Matt. Quote Link to comment Share on other sites More sharing options...
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