Hi Everyone,
After watching the referenced video, I feel that the author's solution defeats the purpose of laying out the source object's texture coordinate as UDIMs in the first place.
The advantage to UDIMs is that each texture map can be a different resolution, and because they are seen as an image sequence such as Aircraft_1001.jpg, Aircraft_1002.jpg, etc. you would only have to load/assign the texture map's base name to a single defined surface in most 3D packages.
For example, the entire aircraft surface could be named "Aircraft". The geometry defining the fuselage could be laid out across UDIM space 1 and be assigned a 4k texture map, while the geometry defining the landing gear tire could be laid out across UDIM space 2 and be assigned a 512 x 512 texture map because it requires less detail.
Additionally from an organizational point of view, using UDIMs can result in having less stuff to keep track of.
If you've imported a model into Terragen that uses UDIMs, loading each texture map in an Image Map shader and offsetting it's position as described above is currently the recommended way to apply the textures to the existing surface.
If you're importing a model into Terragen that already uses UV coordinates, then each surface of the object will show up in its internal node network and allow you to assign the texture maps to it.
Dave, as a starting point take a look at the documentation for Terragen's Default shader 4.5, as it can provide a PBR solution with the texture maps you can export from Substance Painter or other paint packages.
https://planetside.co.uk/wiki/index.php?title=Default_Shader_4.5In order to preserve your Modo textures, you would probably need to bake them out to a uv mapped image and then apply the resulting texture map in Terragen as usual.