UVTILE is synonymous with Mudbox.
On May 31, 2016 11:57 AM, "Larry Gritz" <[email protected]> wrote:

> Thanks, this input is really appreciated!
>
> <UDIM> and <UVTILE>, check!
>
> Is Mudbox yet a third option, or is it covered by these?
>
>
> On May 31, 2016, at 11:44 AM, Stephen Parker <[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]> 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]>
>> 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]
>> >>
>> >>
>> >> _______________________________________________
>> >> Oiio-dev mailing list
>> >> [email protected]
>> >> http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org
>> >>
>> >
>> > _______________________________________________
>> > Oiio-dev mailing list
>> > [email protected]
>> > http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org
>>
>> --
>> Larry Gritz
>> [email protected]
>>
>>
>> _______________________________________________
>> Oiio-dev mailing list
>> [email protected]
>> http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org
>>
>
> _______________________________________________
> Oiio-dev mailing list
> [email protected]
> http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org
>
>
> --
> Larry Gritz
> [email protected]
>
>
>
> _______________________________________________
> Oiio-dev mailing list
> [email protected]
> http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org
>
>
_______________________________________________
Oiio-dev mailing list
[email protected]
http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org

Reply via email to