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n00bi

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Nov 24, 2022
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Anyone familiar with Blender UDIM baking?
Nop but im guessing its because of the nature of how udim works.
UDIM texture index is computed as 1001 + v*10 + u
meaning you have 10 images horizontal before a new row is uses.

But i find it odd that you cant prefix the names. example BodyColor_1001, BodyColor_1002 etc.
are you sure there is no prefix option you can add to the naming of the textures ?
I dont think you can name each index in the texture as its own name. with udim it kind have this number attached to it.
so you need to manualy rename all the textures or stick witht the numbers (with a prefix if possible)
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
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Nop but im guessing its because of the nature of how udim works.
UDIM texture index is computed as 1001 + v*10 + u
meaning you have 10 images horizontal before a new row is uses.

But i find it odd that you cant prefix the names. example BodyColor_1001, BodyColor_1002 etc.
are you sure there is no prefix option you can add to the naming of the textures ?
I dont think you can name each index in the texture as its own name. with udim it kind have this number attached to it.
so you need to manualy rename all the textures or stick witht the numbers (with a prefix if possible)
The prefix is based on the image you create to bake to, you can set where the UDIM is in there. But you can't make it name them with anything but those numbers, even if you change it. I don't get why they let us change then names, if it won't save using it.
1749464835012.png
But yeah, have to rename after I save, and replace those numbers with the words in explorer. Then doing that, Blender loses them, because they have another filename.

Oh well, thanks for trying. ;)
 
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n00bi

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Nov 24, 2022
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The prefix is based on the image you create to bake to, you can set where the UDIM is in there. But you can't make it name them with anything but those numbers, even if you change it. I don't get why they let us change then names, if it won't save using it.
That sucks. maybe you found a bug :geek:

Have you tried putting the udim tag at the end?
From //Aqua Gray Glass - <UDIM> - Color.png
To //Aqua Gray Glass - Color - <UDIM>.png

And perhaps use underscore instead.
just to make sure there is no issue with how blender handles the names and defaults to just numbers if something is off.
its just a thought as i look at how c4d handles udim.

forexample:
foo_bar_1001.png
foo_bar_1002.png
...
is ok, and
foo_1001_bar.png
foo_1002_bar.png
this is ok too.

but not this.
foo_1001_bar.png
bar_1002_foo.png
...
but this is:
foo_bar_1001 .png
bar_foo_1002.png
...

There is a reason i hate udim :p
But its just suggestions. guess you have to dig into docs of Blender and see how its suppose to be done if possible.
i tend to stay away form udim if i can, while i get its pros and cons of it, i have never been a big fan of it.
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,592
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That sucks. maybe you found a bug :geek:

Have you tried putting the udim tag at the end?
From //Aqua Gray Glass - <UDIM> - Color.png
To //Aqua Gray Glass - Color - <UDIM>.png

And perhaps use underscore instead.
just to make sure there is no issue with how blender handles the names and defaults to just numbers if something is off.
its just a thought as i look at how c4d handles udim.

forexample:
foo_bar_1001.png
foo_bar_1002.png
...
is ok, and
foo_1001_bar.png
foo_1002_bar.png
this is ok too.

but not this.
foo_1001_bar.png
bar_1002_foo.png
...
but this is:
foo_bar_1001 .png
bar_foo_1002.png
...

There is a reason i hate udim :p
But its just suggestions. guess you have to dig into docs of Blender and see how its suppose to be done if possible.
i tend to stay away form udim if i can, while i get its pros and cons of it, i have never been a big fan of it.
Possibly. XD

Yeah, being at the end is the default.

Yeah, I don't use it for much, but when baking skins for a Daz figure, there really isn't another option. So, I was hoping to make it easier.
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
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Hello, forgive my ignorance but is there a topic that is specifically reserved for Daz3D only?
"Dev Help" is probably going to give you the quickest answers. Daz forums (for some things) are also somewhat helpful. But I don't think there's anything specifically for Daz.
 
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mendiael

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Mar 23, 2025
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Thanks for your replies, I appreciate it.

Actually I was hoping to see a topic reserved for Daz only, as it is being used for renders in AVN's in general. Would be nice to have one.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,592
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Thanks for your replies, I appreciate it.

Actually I was hoping to see a topic reserved for Daz only, as it is being used for renders in AVN's in general. Would be nice to have one.
That is the main thing that most of us use here.
 
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MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
6,507
10,123
Thanks for your replies, I appreciate it.

Actually I was hoping to see a topic reserved for Daz only, as it is being used for renders in AVN's in general. Would be nice to have one.
90% of this thread is Daz, as already mentioned. Blender users make up a really small subset of this thread, and even then, many are using Daz to get their models/characters created.
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
6,507
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Or the other way around, I use Blender to make props for Daz. XD
True. I haven't really gotten into the modeling side of stuff yet, I'm only now really just starting to get comfortable enough to render with it.
 
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n00bi

Active Member
Nov 24, 2022
669
717
modeling is dangerous. It's always tempting to start going overboard then you never finish o_O :LOL:
Aint that the truth. always something that can be improved and your not happy with..
a little tweak here and some there. volla 5 hours past :p

But the thing also applies to texturing/materials.

I am currently trying to make an effect of traveling in the Colon of the Universe. aka a wormhole.
I am at my 3rd iteration now, lol and i am still not happy :p
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Pr0GamerJohnny

Devoted Member
Sep 7, 2022
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Aint that the truth. always something that can be improved and your not happy with..
a little tweak here and some there. volla 5 hours past :p

But the thing also applies to texturing/materials.

I am currently trying to make an effect of traveling in the Colon of the Universe. aka a wormhole.
I am at my 3rd iteration now, lol and i am still not happy :p
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It's heartening to learn I'm not the only one with ocd towards things they work on :)

Whereas the external viewer often is less critical. All those wormholes look good - i prefer the middle one myself - less glitzy. Me:
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Like one silly little hose in front is gonna matter :ROFLMAO:
 
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n00bi

Active Member
Nov 24, 2022
669
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It's heartening to learn I'm not the only one with ocd towards things they work on :)

Whereas the external viewer often is less critical. All those wormholes look good - i prefer the middle one myself - less glitzy.
Haha yea, the damn ocd.

I am leaning towards the middle one aswell.
but after i did it.. i realized i am stupid. :p
Because i used the wrong render engine to make it.
I used vanilla c4d's render engine instead of red shift.
My plan is to have my steampunk/cartoonish styled space-hotrod flying in it. and it will be using pyro etc for the jet engine, so i need redshift.
So i had to start from scratch with the materials and do it using red shift materials instead,
as they are not compatible with standard material types.
Oh well thats life.
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What are you making your train with? looks like a cad program.
 

Pr0GamerJohnny

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Sep 7, 2022
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What are you making your train with? looks like a cad program.
oh that's in 3ds max, I just had a stylized shader view on for those screenshots
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Space hotrod looks incredible! Especially on the exhaust nozzle details and piping. I imagine brass/copper shaders will be involved :sneaky:
 
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n00bi

Active Member
Nov 24, 2022
669
717
There is probably a better chance that hell freezes over than anyone knows this. but if you don't ask you'll never know.
so i'll take a shot in the dark.

Do anyone know of a proper control rig for c4d that can be used for genesis 8. models?

I am re-targeting some animations using a character definition tag and character solver.
and life would be a hell lot easier with a proper rig.
I was looking at he character module in c4d and i noticed it has a built in a rig for Daz characters.
I believe this is a genesis 2 model?
Cinema_4D_HZ5cgQP0eB.png
However this rig is not particularly good.

I then took a look at the Mixamo control rig c4d has. Its very well implemented.
I was thinking about modifying this rig to fit daz 8.1 characters.
That was until a saw how the rig is built up.. i am like what the hell..
Cinema_4D_3wImBJ4liO.gif

So much going on in that rig. scripts, constraints and what not.
It would take me forever to make something like this myself.

The Daz bridge has the option to autoIK/Rig but this rig too is not good. and has serious performance issues.
To the point that its useless to use. not sure what they where thinking when they made that rig.
Cinema_4D_yaUXmgCxBf.gif

So if anyone knows of a good control rig i can use in c4d for genesis 8. i would really appreciate it.
 
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