Yes.

Mudbox and Zbrush support individual tags like you said, meaning they could be far from each other (like foo_<u>_bar_<v>.tx), but they tags are almost always right next to each other(foobar_<u>_<v>.tx), in which case having a single <uvtile> tag is easier (foobar_<uvtile>.tx).

To be able to cover all cases, I support all three tags: <u>, <v>, <uvtile>, low and high case.

On 05/31/2016 09:09 PM, Larry Gritz wrote:
OK, so the generalized rule is:

<u>  -->  "%d", int(u)
<v>  -->  "%d", int(v)
<U> -->  "%d", int(u)+1
<V> -->  "%d", int(v)+1
<UDIM> -->  "%04d", int(u%10) + 10*int(v)/10 + 1

That should cover all the bases of known apps we're concerned about?


On May 31, 2016, at 11:58 AM, Deke Kincaid <[email protected] <mailto:[email protected]>> wrote:

Maya added native optional UDIM/UVTILE and Zbrush methods in the read node about 3 years ago.

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/GUID-132520C0-F1DF-4C74-B8C1-D89154ADFBDB-htm.html

# 0-based (Zbrush) - u<u>_v<v>
# 1-based (Mudbox) - u<U>_v<V>
# UDIM (Mari) - <UDIM>

On Tue, May 31, 2016 at 11:44 AM, Stephen Parker <[email protected] <mailto:[email protected]>> wrote:

    tl;dr - support both udim and uvtile

    V-Ray supports both <UDIM> and <UVTILE> and those are the exact
    tags used in the filename for string replacement. At Digital
    Domain, they exclusively use <UVTILE> as it plays nicer with
    animated texture sequences. At some point, Maya only allowed you
    to overload one padded sequence token between two dot's (.). So
    the file names for <UVTILE> would look like this:

    "brick_red_u1_v1.exr"

    and if it were an animated texture:

     "sign_neon_u1_v1.0001.exr".

    To be clear, the format string is "_u%d_v%d" and tiles start at 1.

    Mari's convention for animated textures was to prepend the file
    name with padded numbers: "####sign_neon.1001.exr" (which didn't
    play nice with Maya's texture file node and it's convention for
    animated sequences) and was also not easy to look at on disk in a
    directory structure for obvious sorting issues.

    I wouldn't impose any constraints from tile to tile unless it's a
    really big burden to support. For example, anything that isn't
    specified on the file read node representing the virtual texture,
    should be permitted to vary to whatever extent you can reasonably
    support. Ideally, you wouldn't have to ... but, vfx. :)

    -steve



    On Tue, May 31, 2016 at 8:35 AM, Larry Gritz <[email protected]
    <mailto:[email protected]>> wrote:

        Thanks, that's really helpful!

        Yes, and I should have mentioned in my original email -- if
        there is an application that has already added UDIM support
        that is widely used or that you like its conventions, please
        point it out and I'll try to use the same notation (if there
        is any consensus among such apps).

        Michel, I'm happy to support the Mudbox tiling as well, can
        you outline how it is different?



        > On May 31, 2016, at 2:51 AM, Michel Lerenard
        <[email protected] <mailto:[email protected]>> wrote:
        >
        > Hi,
        >
        > I add support for UDIM in Clarisse over the TextureSystem a
        few years ago, I should have a few answers:
        >
        > - I used the <UDIM> tag. "%04d" is too generic and may
        confuse users in my opinion, since it could also be a way to
        specify a frame. Having an explicit tag that stands out is
        useful. (so we have two tags: <UDIM> for Mari and <UVTILE>
        for Mudbox. )
        >
        > - Agree that UDIM is single tile. Tile indice in UDIM is
        hardcoded in Clarisse to  1000 + 10 * V + U + 1. Mari seems
        to be harcoded as well, so unless you have a in house
        software package that support other sizes, I don't think
        you'll need another line width. We've never had any complaint
        so far.
        > Per texture option : useless.
        > At texture system level: why not, it shouldn't make the
        code much more complex.
        >
        > - In my implementation, I do not make any assumption on the
        data: it may or may not exist for a UV range, resolution may
        change, so does AOV/channels. It's not the most efficient way
        to go, but I'm sure that it will work every if you mix
        mipmapped TX files with loads of AOV with simple Jpegs.
        >
        > Here are a few thoughts that I'd like to share with you
        about this feature:
        > - The main issue I have today is being able to use
        filtering over several tiles. I compute the name of the file
        to evaluate, and offset UVs before calling the texture()
        function, which means that OIIO does not know that I'm
        evaluating UDIM tiles => I can't get any filtering on the
sides of the tiles, or integrate data over several tiles. Making this work would be awesome.
        >
        > - Listing the available tiles for fast access can be easily
        done. What I do is parse the folder, get all files matching
        the filename and create an array to later be able to evaluate
        a tile without accessing its filename. Very efficient
        especially if you have holes.
        >
        > - Do you plan to support Mudbox tiling system as well ?
        It's not that different and is able to handle negative
        ranges, which is very pratical for symmetry.
        >
        > - I'm interested in testing it, i'm curious to see if it's
        faster than my implementation, in which case i'd switch.
        >
        >
        > On 05/30/2016 11:41 PM, Larry Gritz wrote:
        >> I've gotten a few requests lately for direct UDIM support
        in OIIO (and, transitively, in OSL).
        >>
        >> The way I figure this will work is that you pass in the
        UDIM u and v texture coordinates (which may extend outside
        [0,1], with each [i,i+1) block indicating a different texture
        region tile), and for the filename you will give a generic
        name such as "myfile.<UDIM>.tx". For the particular texture
        lookup, the u and v will be assessed and the "<UDIM>" will be
        replaced with the right tile number (let's say "1013" for
        u=0.25, v=0.12).
        >>
        >> Don't worry, I know a way to do this so that there is no
        actual string searching or construction happening per call.
        So the expense of this will be very very low.
        >>
        >> But I want to make sure everybody is happy with the way of
        signalling this, so I have a few questions.
        >>
        >> * What text should indicate that it's a UDIM texture and
        which will be substituted with the tile number? "<UDIM>"?
        "%04d" or some other explicit format indicator? Something else?
        >>
        >> * Does everybody agree that UDIM tiles are 1-D (i.e. a
        single tile number, not a separate u and v tile in the
        filename), start with 1001, are 4 digits, and always have 10
        tiles in the u direction? Can this be hard-coded, or does it
        need to be an option to the ShadingSystem (that could be
        overridden on a per-site/per-product basis), or does it need
        to be something that can be specified separately for every
        texture?
        >>
        >> * Because the filename you pass is "virtual" -- that is,
        "foo.<UDIM>.tif" doesn't actually exist, it's only turned
        into a proper existing filename in the midst of a lookup for
        a particular u,v -- this means that
        TextureSystem::get_texture_info which lacks uv coordinate
        parameters must necessarily fail for most queries, since you
        don't know which individual texture region file should be
        used. Does that sound reasonable for those queries to fail?
        >>
        >> * Are there any properties that you feel strongly should
        or should not be constrained to be identical for all of the
        individual region files for one UDIM texture? I assume we
        want to allow the region tiles to have differing resolutions,
        say. But should/can we assume that they must all share the
        same number of channels? Are there any cases I need to be
        aware of where differences are nonsensical? Any cases where
        differences are inevitable and I need to ensure that such
        flexibility is allowed?
        >>
        >> Let me know if you have opinions. As well, even if you are
        fine with the proposal but are keen to try out the UDIM
        support as soon as it's available, let me know so I can ping
        you for feedback when it's ready to take for a test drive.
        >>
        >>      -- lg
        >>
        >>
        >> --
        >> Larry Gritz
        >> [email protected] <mailto:[email protected]>
        >>
        >>
        >> _______________________________________________
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        >>
        >
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        --
        Larry Gritz
        [email protected] <mailto:[email protected]>


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