{"id":13850,"date":"2024-10-19T14:16:03","date_gmt":"2024-10-19T18:16:03","guid":{"rendered":"https:\/\/www.sceneri.com\/?post_type=sceneri-docs-glossar&p=13850"},"modified":"2024-11-12T04:03:42","modified_gmt":"2024-11-12T09:03:42","slug":"udim","status":"publish","type":"sceneri-docs-glossar","link":"https:\/\/www.sceneri.com\/sceneri-docs-glossar\/udim\/","title":{"rendered":"UDIM"},"content":{"rendered":"
UDIM stands for <\/span>U-Dimension<\/strong><\/span>. It is a texture naming convention that enables multiple texture images to be mapped to separate UV regions on a Static Mesh or Skeletal Mesh model. When using the UDIM naming convention, UE will import groups of image files as a single Virtual Texture Asset.<\/span><\/p>\n<\/div>\n UDIMs are often used in game development to improve the performance of texture streaming. When using UDIMs, the entire texture does not need to be loaded into memory at once. Only the parts of the texture that are visible in the scene are loaded. This can significantly improve performance, especially in games with large textures.<\/span><\/p>\n<\/div>\n Here are some of the benefits of using UDIMs in computer graphics:<\/span><\/p>\n<\/div>\n Here are some of the drawbacks of using UDIMs in computer graphics:<\/span><\/p>\n<\/div>\n Overall, UDIMs are a powerful tool that can be used to improve the performance and flexibility of texture mapping in computer graphics. However, it is important to be aware of the potential drawbacks of using UDIMs before using them.<\/span><\/p>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div>\n","protected":false},"featured_media":0,"parent":0,"template":"","meta":{"_acf_changed":false},"sceneri-docs-tag":[],"class_list":["post-13850","sceneri-docs-glossar","type-sceneri-docs-glossar","status-publish","hentry"],"acf":[],"yoast_head":"\n\n
\n