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Blender doesn't recognize UDIMs if they don't start at 1001
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Description

System Information
Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18

Blender Version
Broken: version: 2.83.7, branch: master, commit date: 2020-09-30 06:12, hash: rB192e591af9fb
Worked: (newest version of Blender that worked as expected)

Short description of error
I have 6 objects in my scene. The first 3 share the same shader, UDIMs 1001, 1002 and 1003. All good. The last three objects share another shader, UDIMs 1004, 1005, 1006 (they have a different name, like fooA.1001, fooA.1002, fooA.1003, fooB.1004, fooB.1005 and foo.1006). Blender doesn't recognize the second texture set. That's a show stopper when you get your textures from Substance Painter os Mari. It needs to be fixed asap please.

Exact steps for others to reproduce the error
Create a scene like the description above.

Event Timeline

You have to understand that UDIMs are NOT an image sequence that needs to start at 1001. UDIMs only represents tiles. They can be non-sequential and they don't have to start at 1001. This is how it works in every software in the industry. This is a perfectly valid UV setup that would work in every software but Blender.