Tiles imported in Blender (xXyY/yYxX/UDIM Flip enabled or disabled): New try in v 2.3.0.1

I made the same test but in V 2.3.0.1 (last version).

  • Everything is ok using yYxX Flip or no Flip.

  • Same tiles inversion than before using xXyY Flip or noFlip

  • A different tiles naming for UDIM ( 1021, 1022, 1031, 1032 instead of 1001, 1002, 1011, 1012) and a still not ok result (but different than before), Flip or no Flip.

Here is the shorter video (Whole process for “UDIM no Flip” and only the result for other cases).

Previous report is closed mentioning “solved in 2.3+” but I see nothing fixed and this is the reason why I made this new one.

The new Watson diagnostic:

3A8-20260525

No reaction ?!?

Hi @MarcSaunier,

Thanks for the additional testing and details.

While reviewing the video, I noticed that the UDIM tiles appear to have been added in a top-to-bottom order. UDIM tiles are typically indexed from the bottom row upwards, so I was wondering whether the tile ordering could be contributing to the result you’re seeing.

I’m not very familiar with Blender’s UDIM workflow, so I may be misunderstanding what is being shown in the video. Could you try loading the same tiles into a Tile Input node in Gaea and verify whether the tile arrangement matches what you expect there?

If the layout appears correct in Gaea as well, then we can likely rule out tile ordering and continue investigating other possible causes.

Thanks for your patience.

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Hi, @parvez ,

You are right, as for the 1st test, whether would it for xXYy/yYxX or UDIM, tiles have been imported top left, top right, bottom left, bottom right.
In blender, Plane x0-y0 is top left, x0-y1 is top right, x1-y0 is bottom left and x1-y1 is bottom right:

My export folder from Gaea are:

xXyY no flip :

xXyY flip:

yYxX no flip:

yYxX flip:

UDIM no flip:

UDIM flip:

For xXyY/yYxX no flip and flip:

“Mountain_out_y0_x0” has been imported in to blender plane “x0-y0”, “Mountain_out_y0_x1” in to blender plane “x0-y1”, “Mountain_out_y1_x0” in to blender plane “x1-y0” and “Mountain_out_y1_x1” in to blender plane “x1-y1”

Same for UDIM no flip or flip:

”Mountain_out_1021” => Blender plane x0-y0
”Mountain_out_1022” => Blender plane x0-y1
”Mountain_out_1031” => Blender plane x1-y0
”Mountain_out_1032” => Blender plane x1-y1

  1. For each option (xXyY, yYxX, UDIM), flip or no flip is the same

  2. If, for UDIM, I import instead of above, 1031 in x0-y0, 1032 in x0-y1, 1021 in x1-y0 and 1022 in x1-y1, here is the final result in blender:

  1. If I load Udim tiles in Gaea 2.3.0.1 using the Tileinput node, everything’s allright:

  1. Compared to previous test in blender using Gaea 2.3.0.0 RC1 and setting things in blender (same version 5.1.1) the exact same way, nothing has changed for xXyY and yYxX flip or no flip.

For UDIM, tiles naming changed:
2.3.0.0 RC1

2.3.0.1

And also results in blender:

2.3.0.0 RC1

2.3.0.1

Hi @MarcSaunier,

Thank you for the detailed testing and for documenting the results so thoroughly.

I appreciate you taking the time to compare the different export modes, test across versions, and verify the output using the TileInput node.

I’ve shared your findings internally for review.

@parvez
You are welcomed.
I hope that it can help.
To set Gaea height maps in blender, I use a different method ( Subdivision modifier + Displace modifier with texture map coordinates set to “UV” and image mapping set to “extent”) than the one found here : Blender - Gaea Documentation - QuadSpinner .

I’ll try with the Documentation method and report if it changes anything.
Also, maybe Maarten ( QS member and Blender guru) might quickly validate (or invalidate) the “issue”.

1 Like

Hi @parvez ,

I made the same test but using the material method : Blender - Gaea Documentation - QuadSpinner

Here are the results:

xXyY filp and no flip:


yYxX flip and no flip:

UDIM flip and no flip: