C4dtoA v2.2.4 | Cinema R19
I have a couple objects with .exr texture. All texture mapping are distributed in 3 UDIM (1001,1002,1003), and I have all textures in .exr format.
All seems works correctly, but when I convert files .exr to .tx (with Tx Manager) UDIM'S seems not work properly (all textures TX seems to be converted correctly and I check that all UDIM information correctly too in every tx file) but seems like only UDIM 1001 is considered when I use tx files, textures from UDIM 1002 to 1003 are not used properly and are not visible...
If I uncheck "Use existing .tx textures" from Render Settings all .exr become active and all works (slow but) properly again, I have no errors log in the console.
If I relink manually all textures to TX version on all shader nodes and I disable "Use existing .tx textures" all works fine too (with all in TX mode).
Automatic mode with option placed in Tx Manager "Replace textures with .tx" don't work too.
Seems be a bug with an automatic UDIM detection..
I have tested (with no luck) things like:
Any ideas?, What can I do?
In next screenshots you can see that with TX all shield only get UDIM1 to cover all shield parts (Star, Front, back).
With exr (unchecking "use existing .tx textures" from Render Settings) or relinking to tx manually all UDIMS seems be working properly.
Solved! Go to Solution.
Solved by peter.horvath6V6K3. Go to Solution.
Might be a bug in the plugin. I'll try to reproduce it and get back to you.
Check this build please if it solves your issue:
https://safeshare.solidangle.com/index.php/s/rDzyOhc1S0rPIti
password: hD4Wvk
Yes, now seems work as expected and "Auto-convert textures to TX" seems works fine too with no errors in log console.