UDIM File order workaround

Gaea UDIM Y-order fix

This is a small temporary workaround for cases where Gaea tiled UDIM exports appear to import in the wrong row order.

Some UDIMs logic is expected like this:

1011  1012
1001  1002

So 1001 should be the bottom-left tile.

If your Gaea export appears to number from the top-left instead:

1001  1002
1011  1012

then the UDIM filenames need a vertical row flip.

[!Warning] :bug:
There appears to be a bug where flip[ Y doesnt work / work with UDIMs
( please bug report if this effects you!)

This script does not change the image data. It only renames the UDIM numbers so Tiles are read in the expected order.

[!note]
Though this is likely to be patch from reports, it makes sense to keep this here for users wishing to explore post scripting.


Fix it

1. Create a Scripts folder

Create this folder:

%USERPROFILE%\Documents\Gaea\Scripts

Example:

C:\Users\YourName\Documents\Gaea\Scripts

[!warning]
This is based on the default User File path in Gaea’s option, you can change this or write and install a custom windows environmentvariable if you’re using custom file paths.


2. Save script to tha location

Get it here:
Fix-Gaea-UDIM-YFlip.zip (2.0 KB)

Place it here:

%USERPROFILE%\Documents\Gaea\Scripts\Fix-Gaea-UDIM-YFlip.ps1

3. How to Run

From the build folder
Project > Build Settings > Scripts

paste one of these lines in and start a build

Dry Run

powershell -NoProfile -ExecutionPolicy Bypass -File "%USERPROFILE%\Documents\Gaea\Scripts\Fix-Gaea-UDIM-YFlip.ps1" -Root "." -DryRun

Real Run :white_check_mark:

powershell -NoProfile -ExecutionPolicy Bypass -File "%USERPROFILE%\Documents\Gaea\Scripts\Fix-Gaea-UDIM-YFlip.ps1" -Root "."

The local bat file and log will be created in the build folder

Before and after

2026-04-26_14-22-58

Log example


[!Notes]
This is a workaround for UDIM filename row ordering. It does not modify the textures themselves.

  1. Here, tiles are imported in blender 5 in the right order if:
  • Flip Y axis is enabled
  • AND Tile suffix pattern set to y%Y%-x%X%
  1. With x%X%-y%Y% (same result Flip Y enabled or not):

Top left and bottom right tiles are correctly placed but top right and bottom left tiles not:
Top right has to be moved to bottom left and bottom left to top right.

  1. With “UDIM” suffix pattern, although the 4 exported .EXR look different, when imported in to blender they… All look like the top left tile