Texturing a model with many polygons and UDIM causes the memory to exceed the maximum. Every time I paint,slowly reflect to preview and crashes every 30 minutes. I have tried reducing polygons but it does not change. Is there any way to keep the 4K resolution and texture paint the model stably?
Texturing with 4K resolution can be very memory intensive, especially when working with the UDIM workflow.
Perhaps you could try disabling UDIM tiles you are not currently painting on to conserve memory usage. To disable a tile, you can hover over it in the Layering Project Editor under the UDIM Tiles section and click the X.
Indeed, you need to consider that a single texture at 4k 16bit RGBA consumes
128mb of VRAM! A 2k consume only a quarter of that, so 32mb of VRAM.
Each UDIM tile needs to have at least all outputs in memory, in your case that’s basecolor, height, roughness, metalness, normal and other compositing outputs.
While MAT tries to be as efficient as it can be, it’s easy to hit limits as the layering engine must do complex compositing and needs to retain allocate many textures in the process. There’s sophisticated memory management under the hood, but it can only manage or reuse what’s not needed for the final compositing of the current channel. During compositing it does discard lower layers that are not needed so it can remain within the memory budget.