Hey Janos, yeah that would be awesome, but it's definitely not the case on
most of the assets/environments we're working with.

Anthony, thank you for your help. Yeah currently I'm using cmds to loop
through every UV then checking which UDIM it's in and adding that UDIM
value to a list if it's not already in the list. Clunky. I was trying hard
to find out how to perhaps get a list of all uv shells to then loop through
their bounding boxes with the same idea in mind, but Ive so far been unable
to determine how to do that.

Cheers
Chad




-Chad

On Fri, May 1, 2015 at 9:01 AM, Janos Hunyadi <[email protected]> wrote:

> If all the uv's are inside a certain UDIM (so not overlapping to multiple
> UDIMs) you could just take first UV of each object, and check where it is
> in UV space, and convert that to UDIM space.
>
> J
>
> On Friday, May 1, 2015 at 8:37:06 AM UTC+2, Chad_Fox wrote:
>>
>> Hey everyone,
>>
>> I've been brute force checking UV coords to determine what UDIMs any
>> selected object(s) are using, but my simple python query for all UVs and
>> checking each of their coords is painfully slow and in some cases unusable
>> in scenes my team will be working with.
>>
>> Do any of you have any snippets of python / python api code that can
>> efficiently return a large list of occupied UDIMs from selected object?
>>
>> Appreciate any help you may be able to offer, thanks!
>>
>> Chad
>>
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