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<!-- cursor Session 6a18bcbd-b35b-489d-b299-a189e0604a37 (2025-11-27 06:18Z) -->
# Issues with automatic UDIM location (2025-11-27 06:18Z)
_**User (2025-11-27 01:52Z)**_
why can't I automatically locate those UDIMs?
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_**Agent (model default, mode Agent)**_
<think><details><summary>Thought Process</summary>
**Preparing explanation on UDIM naming and search path**</details></think>
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Blender only auto-resolves UDIM tiles when it sees the exact naming pattern it expects and when the search path contains those files.
- Texture nodes look for `<Basename>.<UDIM>.<ext>` or `<Basename>_<UDIM>.<ext>` where `<UDIM>` is a four-digit tile ID (1001, 1002, …). Your files are named `Squirrel_Fucker_Low_Body_NREW_BaseColor_sRGB.1001.png` etc., which matches the pattern, but Blender still says “bad textures” because the path it stored points somewhere else (`//textures\...`). The “Find Missing Textures” dialog only searches relative to that stored path unless you add the correct directory.
- If the original file was packaged with a different relative path (e.g., `//textures/SquirrelFucker/Body_NREW/...`), Blender wont automatically switch to `D:\NSFWAssets\char\...` unless that specific folder is added and “Find textures in this folder” is run. Make sure the `Search` path points to the directory that actually contains the UDIM files (`D:\BlenderAssets\textures\SquirrelFucker\Body_NREW`) and press “Find textures in this folder” after selecting the broken images.
In short: the naming is UDIM-compliant, but Blenders stored path still references another folder. Add the actual texture directory in the search list and run the finder—then the UDIM tiles should resolve automatically.
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_**User (2025-11-27 01:52Z)**_
Could not find 'Squirrel_Fucker_Low_Body_NREW_BaseColor_sRGB.png' in 'D:\NSFWAssets\char\Scrag_Boy\SquirrelGirl\textures\'
Could not find 'Squirrel_Fucker_Low_Body_NREW_Emissive_sRGB.png' in 'D:\NSFWAssets\char\Scrag_Boy\SquirrelGirl\textures\'
Could not find 'Squirrel_Fucker_Low_Body_NREW_Normal_Raw.png' in 'D:\NSFWAssets\char\Scrag_Boy\SquirrelGirl\textures\'
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_**Agent (model default, mode Agent)**_
<think><details><summary>Thought Process</summary>
**Explaining UDIM filename issue**</details></think>
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Blender is looking for single-texture files (`…BaseColor_sRGB.png`, `…Emissive_sRGB.png`, `…Normal_Raw.png`) inside `D:\NSFWAssets\char\Scrag_Boy\SquirrelGirl\textures\`. The files you actually have are UDIM tiles named `…BaseColor_sRGB.1001.png`, `…1002.png`, etc., but they live in `D:\BlenderAssets\textures\SquirrelFucker\Body_NREW\`. Since the stored path and filename dont match, Blender cant auto-resolve them and prints those errors.
Fix options:
- Point Blender at the folder that truly contains the UDIM set (`Body_NREW`) and run “Find textures in this folder.” Blender will then discover the `.<UDIM>` variants.
- Or move/copy the UDIM files into the path Blender expects, keeping the `.<UDIM>.png` suffix.
Once the folder and pattern match what the material node references, the UDIM images will reconnect automatically.
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_**User (2025-11-27 01:52Z)**_
I made texture soup straight from the original file (write local) why can't it find those 3 files?
D:\NSFWAssets\char\Scrag_Boy\SquirrelGirl\textures
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_**Agent (model default, mode Agent)**_
<think><details><summary>Thought Process</summary>
**Analyzing Blender UDIM and file naming issues**</details></think>
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“Write Local” only copies whatever files the MaterialX/FBX points to—it doesnt rewrite Blenders image node settings. The nodes in that SquirrelGirl rig still reference three **single** filenames (`Squirrel_Fucker_Low_Body_NREW_BaseColor_sRGB.png`, etc.) in `D:\NSFWAssets\char\Scrag_Boy\SquirrelGirl\textures`. When you baked/exported “texture soup,” you produced UDIM slices named `…BaseColor_sRGB.1001.png`, `…1002.png`, etc. Blender now has two mismatches:
- Path mismatch: the node still expects the original folder (`SquirrelGirl\textures`) even though the files you care about live
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