2013. 10. 17. 21:39
UDIM Guide
Since the
introduction of Mari to the texture world, There has been some confusion
when it comes to UDIM, the UV offset system that Mari uses. To explain
what UDIM is, some basic understanding of UV space is needed.
UV TILE: (U,V)
The
standard coordinate system that 3d packages uses to define a tile is a
simple two number notation. A UV coordinate using this notation would
look like (0,1), this is simply (u,v). The first number is
the starting point of U (horizontal) and the second is the starting
point of V (vertical). We are only concerned about whole numbers in this
format, as all we are dealing with in Mari are offsets. Below is a
standard Maya UV editor tile showing the default "0 to 1" tile, which is
defined as (0,0)
UV TILE: _U1_V1
Before UDIM was introduced to us, in CG we often used the UV tile notation "_u1_v1".
This
is a simple and easy to understand, although a bit verbose, way of
indicating tile offsets. This notation really only uses one rule, and
that is to add a value of one to the traditional (u,v) coordinate, and then it adds the U and V descriptors. So, a UV coordinate of (0,1) would be translated into _u1_v2.
UV TILE : UDIM
This
brings us to UDIM, the newest notation for UV tiles. This notation is
harder to breakdown in a grid style progression like the all of the
above because UDIM has a limitation of 10 UV tiles in the U dimension.
The notation starts at 1001 (which is (0,0)) and continues
on U for 10 offsets, at that point it resumes its progression on the
next row of V, meaning for every 10 in U it moves 1 in V. This is a
little confusing, and is helpful to see it, so check out the following
sequence:
1021 1022 1023 1024 1025 1026 1027 1028 1029 1030
1011 1012 1013 1014 1015 1016 1017 1018 1019 1020
1001 1002 1003 1004 1005 1006 1007 1008 1009 1010
Notice
how at 10, it returns upward and continues another 10. This is how you
would see the UV tiles organized in Mari. This would then repeat into
very high numbers, so even though there is 10 on U limitation, you will
never run out of tile spaces.
Furthermore, you can get to this number from a traditional (u,v) coordinate by using the following maths: 1000+(u+1)+(v*10)
Further examples of conversions:
UV Tile: (u,v) = (0,0) = (0+1,0+1) = _u1_v1
UDIM: (u,v) = (0,1) = 1000+(0+1)+(1*10) = 1011
Below
I have prepared a UV offset grid and legend to better visualize and
understand the relationship of all the information above. Keep in mind
UDIM does go to 10 on U, and this example only shows a range of 5 on
both dimensions.
source : http://bneall.blogspot.kr/p/udim-guide.html
example : http://forums.odforce.net/index.php?/topic/17358-mantra-surface-material-udim-tex/
'CGI > Basic' 카테고리의 다른 글
Voronoi Diagram & Delaunay Triangulation (보로노이 다이어그램과 델로네 삼각분할) (0) | 2014.04.04 |
---|---|
Euler & Quaternion (0) | 2013.11.18 |
Fresnel Effect에 대하여 (0) | 2013.02.16 |
How we see color - Colm Kelleher (RBG를 쓰는 이유) (0) | 2013.02.16 |
Ray Casting Algorithm (0) | 2012.11.08 |