UDIM Importer is a small plugin designed to help bridge the gap in some texturing/sculpting workflows, where you may have the need to import external UDIM based textures into Zbrush.
Displacement maps MUST have a 0.5 mid value and be clean, if they render clean they should import clean.
For polypaint, I've tested with exr(16bit) tif (16/8bit) files with 70+ UDIMS at 8k. (high memory usage is these cases).
Again if your maps are clean, they should import clean and seam free.
It's done in spare time so there could be bugs/issues around. If you find anything that seems off.. feel free to drop me an email.
Unfortunately it's currently only for Windows, hopefully this will change in the future.
For extra info, please read the notes below.
How to use:
Map naming must be: *UDIM.EXT. So as long as your maps end in a UDIM sequence (1001, 1002, 1003, etc) then you're good to go
IE: map.1001.exr or map_1001.exr.
-Set your map resolution using the slider in "Map Settings".
-Set your preferred "Intensity" using the slider in "Displacement Settings".
-Hit "Import Displacement" or "Import PolyPaint", then select your maps.
-You should then see ZBrush ticking through and applying maps.
-The UI may freeze, but it'll come back once complete.
Version 2.2 for Zbrush 2022,2021, 2020, 2019, 2018 and 4R8:
Download Version 2.2
Download Version 2.1
Download Version 2.0
Download Version 1.2
Download Version 1.1
Download Version 1.01 (ZBrush 4R8 Only)
Extract the contents of the zip to:
C:\Program Files\Pixologic\ZBrush VERSION\ZStartup\ZPlugs64
-Potential fix for rare issue where UDIMImporter struggles to find the UDIMImporter.dll.
-Updated for 2021.7 changes.
-Added PolyPaint functionality.
-Fixed bug where .tif files were being deleted if selected whilst the Process EXR Before Import option was ON. This option should only work with .exr files.
-Added Process EXR Before Import option. This option will ensure a 0.5 value for sample space used on the UVs outside the current UDIM being processed.
-Fix bug where cache directory was being stored in the wrong location. Not a tool breaking bug, but messy.
This plugin will momentarily reduce your "Max Undo Count" to 2, then restore it back to it's original value. This option can be switched off in the "General Settings" palette.
Reason: when creating this, I discovered a possible cache/memory usage issue(?) with Zbrush when you have your "Max Undo Count" set high. (Default is maxed at 10000).
I found that with a "Max Undo Count" of anything above 2 Zbrush quickly ate up memory when you cycle up/down sub divisions levels. However if I lowered the"Max Undo Count" to 2. The memory stayed stable.
Here's an example of what I mean:
Max Undo Count at 10000:
Max Undo Count at 2:
The intensity option in the Displacement palette in the ZBrush tool palette doesn't quite feel right/accurate.
Meaning I'm not 100% that entering a value of 1 is the same as rendering your displacement in a renderer with a value of 1. This is a ZBrush thing, so please keep this in mind and adjust your layers "intensity" after it's applied.
This tool is free to use for commercial and non-commercial.
I get bloating or shriking in my mesh when maps are applied, why?
Zbrush requires that the mid value of a displacement map be exactly 0.5 when imported.
It's worth while checking your displacement map inside an image editor or compositing software where you can pixel check the areas outside of your UV shells to ensure they're exactly 0.5.
This is especially important if you're exporting maps out of Mari that you may have built using captured displacement maps.
Any issues, bugs, requests, questions about this plugin.. please drop me a mail. Thank you!