**System Information**
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59
**Blender Version**
Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: `rBc77597cd0e15`
Worked: (newest version of Blender that worked as expected)
**Short description of error**
I'm having a very sad and difficult to explain problem with UDIMs. I've already sent a thread in [[ https://developer.blender.org/T95227 | HERE ]]
But I'll try to rephrase my issue.
I'm combining a bunch of UDIM tile textures together using a series of mix nodes. The idea is to perform a** layered texture** that has a dynamic mixing factor for each layer. The problem is that I want only part of the texture to be revealed in each layer, in a way that I wouldn't need Blender to read every single UDIM tile, but only one. But, as I have multiple layers, with multiple UDIM sets, I'm having to load all sets for each and every layer, when I truly only want `one` UDIM tile because Blender won't figure out a single texture represent one tile of a UDIM set. E.g.: I want only the content of 'UDIM.1004', But Blender wants me to create the other '.1001', '.1002' and '.1003', because of that I'm having to create small 16x16 p black images only to fill up the gaps, and as I have a lot of layers, I end up having an enormous amount of images, plus, Blender's Material View mode bugs when I assign the 11th layer and the material goes purple.
I thought that 3.1 build would solve this out as responded in the thread I linked above, but it didn't. Blender now assigning the '<UDIM>' sulfix didn't solve things. I t actually worked for the same section I was in, as soon as I save, exit Blender and re-open, it ceases to work. I wonder why does it happen? It's very sad and frustrating. If only this works, it would cut the amount of textures I need by 1/6!! (since the UDIM set has 6 tiles) and it wouldn't be necessary to rename 5 times, for each layer, the 16x16p black texture that I used to fill the gaps.
I tried to load the single textures in linear colorspace and check 'premultiply', I tried to construct the tiles inside Blender using the 'fill tile' feature. Nothing works! Is there anything that could be done at all?? Thanks.
**Exact steps for others to reproduce the error**
- Assign black and white textures (that represent isolated UDIM tiles) in a series of 'rgb mix' nodes set to 'screen' and plug into a factor of a 'mix' node. Each 'rgb' mix node I'm using as a layer of a layered texture system.
- Every thing works fine, and mixed textures are revealed in the proper parts driven by controlers in the viewport.
- When I save and quit the software and re-open nothing works anymore.
- The only way it works is by creating black textues to fill the gaps of the the missing UDIM tiles cause apparently Blender don't reckognize a single isolated tile and blacken the rest, istead, it ignores whatever tile is missing, revealing the content it suppose to hide.
PS: I could gladly do this workflow, but it could easily lead to mistakes in the futures.