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Participating Frequently
October 25, 2023

Log error 'Failed to decode bitmap' and lowres baked textures visualization

  • October 25, 2023
  • 9 replies
  • 1000 views

I'm using the UDIM workflow, I'm baking normals and other maps from a highpoly. They result correct when visualizing the channel Normal+Height+Mesh, they also work fine when exported, but they don't work in the viewport. It shows them as low resolution impeding a lot of the visual workflow, and when trying to use them in a fill layer I get the same low res results and these 'Failed to decode bitmap' errors keep appearing in the log. I'm attaching two screenshots. Seems like it's unable to read the entire texture/mips.

PS: I tried deleting the cache, and rebooting, to no avail. I also discovered I can reproduce the same issue on a completely different machine.

PS2: I'm on the latest version. 9.0.1 build 2822

9 replies

Cyril Dellenbach
Community Manager
Community Manager
October 31, 2023

I'd gladely take a look at your files. You can send them at cdellenbach@adobe.com

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participating Frequently
October 31, 2023


Here is a screenshot to show you that each UDIM has UV islands that don't go outside their borders.


Since you asked what it is, this is simply a piece of terrain cut up in tiles and arranged to use the UDIM workflow.

In a further test I removed most of the mesh to leave only UDIM 1001 and 1002, and the error persists. I can provide these meshes for you to reproduce the issue on your side if you are so inclined.


Participating Frequently
October 31, 2023
quote

I don't know anything about your project, but it seems like the UV islands are bigger then their respective tile and this can result with a lot of issues.


Cyril,

I have attached a few screenshots in my earlier post. The UV islands don't overlap the boundaries of the UDIM space. Their Texel Density is uniform between them. After your earlier suggestion we scaled the UV islands in each UDIM tile to 99% fill (it was 100% before). This didn't change anything.

Cyril Dellenbach
Community Manager
Community Manager
October 31, 2023

Hi Claudio,

 

A UV map is usually built by cutting the mesh in several UV Islands and packing them into one (or more) UV tile. 

 

 

I don't know anything about your project, but it seems like the UV islands are bigger then their respective tile and this can result with a lot of issues.

 

Could you maybe detail your project and what you're aiming to do?

 

Let me know.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participating Frequently
October 30, 2023

Hello, we still have no solution or workaround to his problem. Any help would be much appreciated.

Participating Frequently
October 26, 2023

Cyril, 

I have tried both suggestions:
- removed most tiles leaving only a few UDIMs that have uniform texel density

- reduced the uv islands from 100% UDIM fill to 99% fill

Neither solution, applied first independently, then together, solved the issue.
Attaching two screenshots.

Cyril Dellenbach
Community Manager
Community Manager
October 26, 2023

The UVs are very likely the issue. The UVs are a 2D representation of the 3D model, so make sure the Texel Density is consistant and keep UV shells in their respective tiles.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participating Frequently
October 26, 2023

Hello Cyril,
thanks for the prompt reply. I'm using a rtx 4090
Here are two screnshots directly from SP of the uv layout:

Cyril Dellenbach
Community Manager
Community Manager
October 26, 2023

Hello Claudio,

 

Thanks for the message.

 

What's the GPU you're working with, and can we have a look at your UVs?

 

Let me know.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe