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This may be a very dumb question, but a client sent me a file with docens of materials and 7 udims (and me being a noob at this workflow didnt realised that having materials is an issue if not planned), and now i cant use the textures because instead of 35 i have 250ish textures.. so im ussing TextureSetCombiner (TSC) to put them back toghether but TSC doesnt work well with udims as far as i can see, soooooo....
i would like to edit the "Document Channel+Normal+AO(With Alpha)" (the preset that works with TSC) export Preset to put the "_AO", "_BaseColor", etc. at the end of the texture filename, instead of the UDIM Number, but aparently that export preset is not on the list of editable presets so, im a bit loss on what to do...
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I do not have an answer, but I would also like an answer to this exact same question.
Aparently everyone is strugling with a version of this... i have been making a few tests and i think i hacked it.. its a very choppy solution buuuuuuut.....
I really hope i dont confuse you
I recreated a version of the "Document Channel+Normal+AO(With Alpha)", not really sure how its composed, but i reacred the pbr metallic roughness preset and added AO but all the channels are made with RGB+A channels (im sure this is wrong is so many levels IF ANYONE HAS A BETTER HAY TO DO THIS PLEASE SHARE). *see image...
Also changed the name convention so the udim is not at the end.
Also i added an oppacity channel to all the materials and created a folder (at the bottom of the stack) with 2 layers inside. bottom Layer only has op activated at 0 visibility and the top one only has op activated at 100 visibility. (Idk why this is needed but in my tests the exported texture wouldnt be transparent unless i added opacity somewhere in the material)
-----------this makes so the the textures exported have a transparent background
Then just exported normally
Then put the different udims in different folders so TSC doesnt mix different udims
And Finally.. just use TSC for every udim folder you have. i put the number of the udim on the mesh name on TSC so i dont have to put them manually...
Hope that helps, its a bit complicated but its something i guess
just an adendum so the whole process is easier, on painter i put the udim right after the mesh name so the textures are organised by udims and its easier to put them into different folders and just use TSC on each folder.
*Sorry for responding again but cant find a way to edit my previous response. I really hope this helps someone else.
This is a fantastic help (I don't understand how to recreate all of it, but maybe if I muck around I will).
I've had some luck with just renaming some files, but the Open GL Normal map comes out flat... I'm not sure why the opacity mapping isn't working for that. But I will certainly try your method.
Thank you, thank you, thank you.
That Opacity Layer in the stack is key. Just one, Full On, seems to do the trick. All my textures are transparent now, and I can just use PhotoShop to stack them if I want. And I can name them however I please. You are a rockstar.
Good to hear that it did help you, for mixing all togher i would reccomend you TextureSetCombiner or also theres a few plugsins that will take everything to photoshop and make everything easier, check out that plug in, it may be helpfull for your workflow How to Merge Multiple Substance Texture Sets into One with a Plugin.
Now it would be great if someone that knows how to properly replicate the Document Channel would make an appereance.
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