diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
index 315de893522db886213afd8679636981c19523b3..d8d086f55861ebbfa19601fdb1a78d32dbeb926c 100644
--- a/io_coat3D/__init__.py
+++ b/io_coat3D/__init__.py
@@ -210,7 +210,7 @@ def make_texture_list(texturefolder):
 #Updating objects MESH part ( Mesh, Vertex Groups, Vertex Colors )
 '''
 
-def updatemesh(objekti, proxy):
+def updatemesh(objekti, proxy, texturelist):
 
     # Vertex colors
     if(len(proxy.data.vertex_colors) > 0):
@@ -243,42 +243,35 @@ def updatemesh(objekti, proxy):
 
     # UV -Sets
 
+    udim_textures = False
+    if(texturelist[0][0].startswith('100')):
+        udim_textures =True
+
     proxy.select_set(True)
     objekti.select_set(True)
 
-    Create_uv = True
-    if(len(proxy.data.uv_layers) > 0):
-        for proxy_layer in proxy.data.uv_layers:
-            for objekti_layer in objekti.data.uv_layers:
-                uv_new_name = '3DC_' + proxy_layer.name
-                if(objekti_layer.name == uv_new_name):
-                    for poly in objekti.data.polygons:
-                        for indi in poly.loop_indices:
-                            objekti_layer.data[indi].uv[0] = proxy_layer.data[indi].uv[0]
-                            objekti_layer.data[indi].uv[1] = proxy_layer.data[indi].uv[1]
-                    Create_uv = False
-                    break
-            if(Create_uv):
-                name = '3DC_' + proxy_layer.name
-                objekti.data.uv_layers.new(name=name)
-                for poly in objekti.data.polygons:
-                    for indi in poly.loop_indices:
-                        objekti.data.uv_layers[-1].data[indi].uv[0] = proxy_layer.data[indi].uv[0]
-                        objekti.data.uv_layers[-1].data[indi].uv[1] = proxy_layer.data[indi].uv[1]
+    uv_count = len(proxy.data.uv_layers)
+    index = 0
+    while(index < uv_count):
+        for poly in proxy.data.polygons:
+            for indi in poly.loop_indices:
+                if(proxy.data.uv_layers[index].data[indi].uv[0] != -1):
+
+                    if(udim_textures):
+                        udim = proxy.data.uv_layers[index].name
+                        udim_index = int(udim[2:]) - 1
+
+                    objekti.data.uv_layers[0].data[indi].uv[0] = proxy.data.uv_layers[index].data[indi].uv[0]
+                    objekti.data.uv_layers[0].data[indi].uv[1] = proxy.data.uv_layers[index].data[indi].uv[1]
+                    if(udim_textures):
+                        objekti.data.uv_layers[0].data[indi].uv[0] += udim_index
+        index = index + 1
 
     # Mesh Copy
 
     for ind, v in enumerate(objekti.data.vertices):
         v.co = proxy.data.vertices[ind].co
 
-    '''
-    proxy.select_set(True)
-    obj_data = objekti.data.id_data
-    objekti.data = proxy.data.id_data
-    objekti.data.id_data.name = obj_data.name
-    if (bpy.data.meshes[obj_data.name].users == 0):
-        bpy.data.meshes.remove(obj_data)
-    '''
 def running():
     n=0# number of instances of the program running
     prog=[line.split() for line in subprocess.check_output("tasklist").splitlines()]
@@ -363,6 +356,170 @@ class SCENE_OT_opencoat(bpy.types.Operator):
 
         return {'FINISHED'}
 
+def deleteNodes(type):
+
+    deletelist = []
+    deleteimages = []
+    deletegroup =[]
+    delete_images = bpy.context.scene.coat3D.delete_images
+
+    if type == 'Material':
+        if(len(bpy.context.selected_objects) == 1):
+            material = bpy.context.selected_objects[0].active_material
+            if(material.use_nodes):
+                for node in material.node_tree.nodes:
+                    if(node.name.startswith('3DC')):
+                        if (node.type == 'GROUP'):
+                            deletegroup.append(node.node_tree.name)
+                        deletelist.append(node.name)
+                        if node.type == 'TEX_IMAGE' and delete_images == True:
+                            deleteimages.append(node.image.name)
+                if deletelist:
+                    for node in deletelist:
+                        material.node_tree.nodes.remove(material.node_tree.nodes[node])
+                if deleteimages:
+                    for image in deleteimages:
+                        bpy.data.images.remove(bpy.data.images[image])
+
+    elif type == 'Object':
+        if (len(bpy.context.selected_objects) > 0):
+            for objekti in bpy.context.selected_objects:
+                for material in objekti.material_slots:
+                    if (material.material.use_nodes):
+                        for node in material.material.node_tree.nodes:
+                            if (node.name.startswith('3DC')):
+                                if(node.type == 'GROUP'):
+                                    deletegroup.append(node.node_tree.name)
+                                deletelist.append(node.name)
+                                if node.type == 'TEX_IMAGE' and delete_images == True:
+                                    deleteimages.append(node.image.name)
+                    if deletelist:
+                        for node in deletelist:
+                            material.material.node_tree.nodes.remove(material.material.node_tree.nodes[node])
+                            deletelist = []
+
+                    if deleteimages:
+                        for image in deleteimages:
+                            bpy.data.images.remove(bpy.data.images[image])
+                            deleteimages = []
+
+    elif type == 'Collection':
+        for collection_object in bpy.context.view_layer.active_layer_collection.collection.all_objects:
+            if(collection_object.type == 'MESH'):
+                for material in collection_object.material_slots:
+                    if (material.material.use_nodes):
+                        for node in material.material.node_tree.nodes:
+                            if (node.name.startswith('3DC')):
+                                if (node.type == 'GROUP'):
+                                    deletegroup.append(node.node_tree.name)
+                                deletelist.append(node.name)
+                                if node.type == 'TEX_IMAGE' and delete_images == True:
+                                    deleteimages.append(node.image.name)
+
+                    if deletelist:
+                        for node in deletelist:
+                            material.material.node_tree.nodes.remove(material.material.node_tree.nodes[node])
+                            deletelist = []
+
+                    if deleteimages:
+                        for image in deleteimages:
+                            bpy.data.images.remove(bpy.data.images[image])
+                            deleteimages = []
+
+    elif type == 'Scene':
+        for collection in bpy.data.collections:
+            for collection_object in collection.all_objects:
+                if (collection_object.type == 'MESH'):
+                    for material in collection_object.material_slots:
+                        if (material.material.use_nodes):
+                            for node in material.material.node_tree.nodes:
+                                if (node.name.startswith('3DC')):
+                                    if (node.type == 'GROUP'):
+                                        deletegroup.append(node.node_tree.name)
+
+                                    deletelist.append(node.name)
+                                    if node.type == 'TEX_IMAGE' and delete_images == True:
+                                        deleteimages.append(node.image.name)
+                        if deletelist:
+                            for node in deletelist:
+                                material.material.node_tree.nodes.remove(material.material.node_tree.nodes[node])
+                                deletelist = []
+
+                        if deleteimages:
+                            for image in deleteimages:
+                                bpy.data.images.remove(bpy.data.images[image])
+                                deleteimages = []
+
+        if(deletelist):
+            for node in deletelist:
+                bpy.data.node_groups.remove(bpy.data.node_groups[node])
+
+        for image in bpy.data.images:
+            if (image.name.startswith('3DC') and image.name[6] == '_'):
+                deleteimages.append(image.name)
+
+
+    if(deletegroup):
+        for node in deletegroup:
+            bpy.data.node_groups.remove(bpy.data.node_groups[node])
+
+    if deleteimages:
+        for image in deleteimages:
+            bpy.data.images.remove(bpy.data.images[image])
+
+
+
+
+
+''' DELETE NODES BUTTONS'''
+
+class SCENE_OT_delete_material_nodes(bpy.types.Operator):
+    bl_idname = "delete_material_nodes.pilgway_3d_coat"
+    bl_label = "Delete material nodes"
+    bl_description = "Delete material nodes"
+    bl_options = {'UNDO'}
+
+    def invoke(self, context, event):
+        type = bpy.context.scene.coat3D.deleteMode = 'Material'
+        deleteNodes(type)
+        return {'FINISHED'}
+
+class SCENE_OT_delete_object_nodes(bpy.types.Operator):
+    bl_idname = "delete_object_nodes.pilgway_3d_coat"
+    bl_label = "Delete material nodes"
+    bl_description = "Delete material nodes"
+    bl_options = {'UNDO'}
+
+    def invoke(self, context, event):
+        type = bpy.context.scene.coat3D.deleteMode = 'Object'
+        deleteNodes(type)
+        return {'FINISHED'}
+
+class SCENE_OT_delete_collection_nodes(bpy.types.Operator):
+    bl_idname = "delete_collection_nodes.pilgway_3d_coat"
+    bl_label = "Delete material nodes"
+    bl_description = "Delete material nodes"
+    bl_options = {'UNDO'}
+
+    def invoke(self, context, event):
+        type = bpy.context.scene.coat3D.deleteMode = 'Collection'
+        deleteNodes(type)
+        return {'FINISHED'}
+
+class SCENE_OT_delete_scene_nodes(bpy.types.Operator):
+    bl_idname = "delete_scene_nodes.pilgway_3d_coat"
+    bl_label = "Delete material nodes"
+    bl_description = "Delete material nodes"
+    bl_options = {'UNDO'}
+
+    def invoke(self, context, event):
+        type = bpy.context.scene.coat3D.deleteMode = 'Scene'
+        deleteNodes(type)
+        return {'FINISHED'}
+
+
+''' TRANSFER AND UPDATE BUTTONS'''
+
 class SCENE_OT_export(bpy.types.Operator):
     bl_idname = "export_applink.pilgway_3d_coat"
     bl_label = "Export your custom property"
@@ -614,6 +771,8 @@ class SCENE_OT_export(bpy.types.Operator):
             objekti.coat3D.type = coat3D.type
             objekti.coat3D.applink_mesh = True
             objekti.coat3D.obj_mat = ''
+            objekti.coat3D.applink_index = ("3DC%.3d" % (object_index))
+
             objekti.coat3D.applink_firsttime = True
             if(coat3D.type != 'autopo'):
                 objekti.coat3D.applink_address = coa.applink_address
@@ -667,6 +826,16 @@ class SCENE_OT_import(bpy.types.Operator):
 
                 bpy.data.materials.remove(material)
 
+        image_del_list = []
+        for image in bpy.data.images:
+            if (image.name.startswith('3DC')):
+                if image.users == 0:
+                    image_del_list.append(image.name)
+
+        if (image_del_list != []):
+            for image in image_del_list:
+                bpy.data.images.remove(bpy.data.images[image])
+
         coat3D = bpy.context.scene.coat3D
         coat = bpy.coat3D
         coat3D.exchangedir = set_exchange_folder()
@@ -850,7 +1019,7 @@ class SCENE_OT_import(bpy.types.Operator):
                                 for index, material in enumerate(objekti.material_slots):
                                     obj_proxy.material_slots[index-1].material = material.material
 
-                                updatemesh(objekti,obj_proxy)
+                                updatemesh(objekti,obj_proxy, texturelist)
                                 bpy.context.view_layer.objects.active = objekti
 
 
@@ -1150,6 +1319,32 @@ class SCENE_PT_Settings_Folders(ObjectButtonsPanel, bpy.types.Panel):
         col = flow.column()
         col.prop(coat3D, "coat3D_exe", text="3D-Coat.exe")
 
+class SCENE_PT_Settings_DeleteNodes(ObjectButtonsPanel, bpy.types.Panel):
+    bl_label = "Delete 3DC nodes from selected..."
+    bl_parent_id = "SCENE_PT_Settings"
+    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
+
+    def draw(self, context):
+        layout = self.layout
+        layout.use_property_split = False
+        coat3D = bpy.context.scene.coat3D
+
+        layout.active = True
+
+        flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
+
+        col = flow.column()
+        col.operator("delete_material_nodes.pilgway_3d_coat", text="Material")
+
+        col.operator("delete_object_nodes.pilgway_3d_coat", text="Object(s)")
+
+        col = flow.column()
+        col.operator("delete_collection_nodes.pilgway_3d_coat", text="Collection")
+
+        col.operator("delete_scene_nodes.pilgway_3d_coat", text="Scene")
+        col = flow.column()
+        col.prop(coat3D, "delete_images", text="Delete nodes images")
+
 
 
 # 3D-Coat Dynamic Menu
@@ -1164,19 +1359,38 @@ class VIEW3D_MT_Coat_Dynamic_Menu(bpy.types.Menu):
         ob = context
         if ob.mode == 'OBJECT':
             if(len(context.selected_objects) > 0):
-                layout.operator("import_applink.pilgway_3d_coat", text="Update Scene")
+                layout.operator("import_applink.pilgway_3d_coat",
+                                text="Update Scene")
                 layout.separator()
 
-                layout.operator("export_applink.pilgway_3d_coat", text="Copy selected object(s) into 3D-Coat")
+                layout.operator("export_applink.pilgway_3d_coat",
+                                text="Copy selected object(s) into 3D-Coat")
                 layout.separator()
+
                 if(context.selected_objects[0].coat3D.applink_3b_path != ''):
-                    layout.operator("open_3dcoat.pilgway_3d_coat", text="Open .3b file" +context.selected_objects[0].coat3D.applink_3b_just_name)
+                    layout.operator("open_3dcoat.pilgway_3d_coat",
+                                    text="Open .3b file" +context.selected_objects[0].coat3D.applink_3b_just_name)
                     layout.separator()
 
             else:
-                layout.operator("import_applink.pilgway_3d_coat", text="Update Scene")
+                layout.operator("import_applink.pilgway_3d_coat",
+                                text="Update Scene")
                 layout.separator()
 
+            if (len(context.selected_objects) > 0):
+                layout.operator("delete_material_nodes.pilgway_3d_coat",
+                                text="Delete 3D-Coat nodes from active material")
+
+                layout.operator("delete_object_nodes.pilgway_3d_coat",
+                                text="Delete 3D-Coat nodes from selected obejcts")
+
+            layout.operator("delete_object_nodes.pilgway_3d_coat",
+                            text="Delete 3D-Coat nodes from active collection")
+
+            layout.operator("delete_object_nodes.pilgway_3d_coat",
+                            text="Delete all 3D-Coat nodes")
+            layout.separator()
+
 
 
 class ObjectCoat3D(PropertyGroup):
@@ -1188,6 +1402,9 @@ class ObjectCoat3D(PropertyGroup):
     applink_address: StringProperty(
         name="Object_Applink_address"
     )
+    applink_index: StringProperty(
+        name="Object_Applink_address"
+    )
     applink_3b_path: StringProperty(
         name="Object_3B_Path"
     )
@@ -1263,6 +1480,11 @@ class SceneCoat3D(PropertyGroup):
         name="FilePath",
         subtype="DIR_PATH",
     )
+    deleteMode: StringProperty(
+        name="FilePath",
+        subtype="DIR_PATH",
+        default=''
+    )
     coat3D_exe: StringProperty(
         name="FilePath",
         subtype="FILE_PATH",
@@ -1280,6 +1502,11 @@ class SceneCoat3D(PropertyGroup):
         description="Allows to skip import dialog",
         default=False
     )
+    delete_images: BoolProperty(
+        name="Import window",
+        description="Allows to skip import dialog",
+        default=True
+    )
     bring_retopo_path: StringProperty(
         name="FilePath",
         subtype="DIR_PATH",
@@ -1447,10 +1674,15 @@ classes = (
     SCENE_PT_Settings_Update,
     SCENE_PT_Bake_Settings,
     SCENE_PT_Settings_Folders,
+    SCENE_PT_Settings_DeleteNodes,
     SCENE_OT_folder,
     SCENE_OT_opencoat,
     SCENE_OT_export,
     SCENE_OT_import,
+    SCENE_OT_delete_material_nodes,
+    SCENE_OT_delete_object_nodes,
+    SCENE_OT_delete_collection_nodes,
+    SCENE_OT_delete_scene_nodes,
     VIEW3D_MT_Coat_Dynamic_Menu,
     ObjectCoat3D,
     SceneCoat3D,
diff --git a/io_coat3D/data.json b/io_coat3D/data.json
index 0e3b846f5b560d4b1b0ee56a24c7bf19521eb699..e6eccae19806976e62f57b9559c3e6a424115a02 100644
--- a/io_coat3D/data.json
+++ b/io_coat3D/data.json
@@ -15,7 +15,7 @@
 
   "metalness": {
     "name": "metalness",
-    "colorspace": "color",
+    "colorspace": "noncolor",
     "normal": "no",
     "displacement": "no",
     "find_input": [ "Metallic" ],
@@ -28,7 +28,7 @@
 
   "rough": {
     "name": "rough",
-    "colorspace": "color",
+    "colorspace": "noncolor",
     "normal": "no",
     "displacement": "no",
     "find_input": [ "Roughness" ],
@@ -55,11 +55,12 @@
 
   "displacement": {
     "name": "displacement",
-    "colorspace": "color",
+    "colorspace": "noncolor",
     "normal": "no",
     "displacement": "yes",
     "rampnode": "yes",
     "huenode": "no",
+    "node_location": [ 100, 100 ],
     "input": 5,
     "node_color": [ 0.608, 0.591, 0.498 ]
   },
@@ -72,6 +73,7 @@
     "find_input": [ "Emissive" ],
     "rampnode": "no",
     "huenode": "yes",
+    "node_location": [ 100, 100 ],
     "input": 4,
     "node_color": [ 0.0, 0.0, 0.0 ]
   },
@@ -83,16 +85,18 @@
     "displacement": "no",
     "rampnode": "no",
     "huenode": "no",
+    "node_location": [ 100, 100 ],
     "node_color": [ 0.0, 0.0, 0.0 ]
   },
 
   "ao": {
     "name": "ao",
-    "colorspace": "color",
+    "colorspace": "noncolor",
     "normal": "no",
     "displacement": "no",
     "rampnode": "yes",
     "huenode": "no",
+    "node_location": [ 100, 100 ],
     "node_color": [ 0.1, 0.5, 0.1 ]
   }
 
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
index 822f91d422ca11b45acbe61fe47978a064ae8a02..4b7b457c0308d18ea85dcbb98f4dd67fc0c0ecdd 100644
--- a/io_coat3D/tex.py
+++ b/io_coat3D/tex.py
@@ -46,32 +46,41 @@ def RemoveFbxNodes(objekti):
     Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
 
 
-def UVTiling(objekti, texturelist):
-    """ Checks what materials are linked into UV """
+def UVTiling(objekti, index, texturelist):
+    """ Checks what Tiles are linked with Material """
 
     objekti.coat3D.applink_scale = objekti.scale
-    final_material_indexs = []
-    uvtiles_index = []
-
+    tiles_index = []
+    tile_number =''
     for poly in objekti.data.polygons:
-        if (poly.material_index not in final_material_indexs):
-            final_material_indexs.append(poly.material_index)
+        if (poly.material_index == (index)):
             loop_index = poly.loop_indices[0]
-            uvtiles_index.append([poly.material_index, objekti.data.uv_layers.active.data[loop_index].uv[0]])
-        if (len(final_material_indexs) == len(objekti.material_slots)):
-            break
-
-    for texture_info in texturelist:
-        name = texture_info[0]
-        final_name = name[1:]
-        tiling_number = int(final_name)
-
-        for list_tiles in uvtiles_index:
-            if(list_tiles[1] >= (tiling_number - 1) and list_tiles[1] <= tiling_number ):
-                texture_info[0] = objekti.material_slots[list_tiles[0]].material.name
-                break
-
-    return texturelist
+            uv_x = objekti.data.uv_layers.active.data[loop_index].uv[0]
+            if(uv_x >= 0 and uv_x <=1):
+                tile_number = '1001'
+            elif (uv_x >= 1 and uv_x <= 2):
+                tile_number = '1002'
+            elif (uv_x >= 2 and uv_x <= 3):
+                tile_number = '1003'
+            elif (uv_x >= 3 and uv_x <= 4):
+                tile_number = '1004'
+            elif (uv_x >= 4 and uv_x <= 5):
+                tile_number = '1005'
+            elif (uv_x >= 5 and uv_x <= 6):
+                tile_number = '1006'
+            elif (uv_x >= 6 and uv_x <= 7):
+                tile_number = '1007'
+            elif (uv_x >= 7 and uv_x <= 8):
+                tile_number = '1008'
+            elif (uv_x >= 8 and uv_x <= 9):
+                tile_number = '1009'
+            elif (uv_x >= 9 and uv_x <= 10):
+                tile_number = '1010'
+
+            if tile_number not in tiles_index:
+                tiles_index.append(tile_number)
+
+    return tiles_index
 
 def updatetextures(objekti): # Update 3DC textures
 
@@ -113,25 +122,28 @@ def updatetextures(objekti): # Update 3DC textures
                 elif (node.name == '3DC_AO'):
                     node.image.reload()
 
+def link_material_into_uvset(objekti, material, material_index):
 
-def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
+    for layer in objekti.data.uv_layers:
+        for face in objekti.data.polygons:
+            for vert_idx, loop_idx in zip(face.vertices, face.loop_indices):
+                uv_coords = layer.data[loop_idx].uv
 
-    # Let's check are we UVSet or MATERIAL mode
 
-    uv_name = texturelist[0][0]
-    Main_mode = ''
-    for uv_set in objekti.data.uv_layers:
-        if(uv_name == uv_set.name):
-            Main_mode = uv_set.name
-            break
+def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file
 
+    # Let's check are we UVSet or MATERIAL mode
 
     create_nodes = False
-    if texturelist[0][0].startswith('100'):
-        print('This is UVTiling')
-        texturelist = UVTiling(objekti, texturelist)
 
-    for index_mat in objekti.material_slots:
+    for ind, index_mat in enumerate(objekti.material_slots):
+
+        active_uvset = link_material_into_uvset(objekti, index_mat, ind)
+
+        if(udim_textures):
+            tile_list = UVTiling(objekti,ind, texturelist)
+        else:
+            tile_list = []
 
         texcoat = {}
         texcoat['color'] = []
@@ -144,33 +156,66 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
         texcoat['displacement'] = []
 
         create_group_node = False
-        for texture_info in texturelist:
-            if texture_info[0] == index_mat.name:
+        if(udim_textures == False):
+            for texture_info in texturelist:
+
+                if texture_info[0] == index_mat.name:
+                    if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
+                        texcoat['color'].append(texture_info[3])
+                        create_nodes = True
+                    elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
+                        texcoat['metalness'].append(texture_info[3])
+                        create_nodes = True
+                    elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
+                        texcoat['rough'].append(texture_info[3])
+                        create_nodes = True
+                    elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map'  or texture_info[2] == 'normal':
+                        texcoat['nmap'].append(texture_info[3])
+                        create_nodes = True
+                    elif texture_info[2] == 'emissive':
+                        texcoat['emissive'].append(texture_info[3])
+                        create_nodes = True
+                    elif texture_info[2] == 'emissive_power':
+                        texcoat['emissive_power'].append(texture_info[3])
+                        create_nodes = True
+                    elif texture_info[2] == 'ao':
+                        texcoat['ao'].append(texture_info[3])
+                        create_nodes = True
+                    elif texture_info[2].startswith('displacement'):
+                        texcoat['displacement'].append(texture_info[3])
+                        create_nodes = True
+                    create_group_node = True
+        else:
+            for texture_info in texturelist:
+
                 if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
-                    texcoat['color'].append(texture_info[3])
+                    texcoat['color'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
-                elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
-                    texcoat['metalness'].append(texture_info[3])
+                elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
+                    2] == 'reflection':
+                    texcoat['metalness'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
                 elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
-                    texcoat['rough'].append(texture_info[3])
+                    texcoat['rough'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
-                elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map'  or texture_info[2] == 'normal':
-                    texcoat['nmap'].append(texture_info[3])
+                elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
+                    2] == 'normal_map' or texture_info[2] == 'normal':
+                    texcoat['nmap'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
                 elif texture_info[2] == 'emissive':
-                    texcoat['emissive'].append(texture_info[3])
+                    texcoat['emissive'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
                 elif texture_info[2] == 'emissive_power':
-                    texcoat['emissive_power'].append(texture_info[3])
+                    texcoat['emissive_power'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
                 elif texture_info[2] == 'ao':
-                    texcoat['ao'].append(texture_info[3])
+                    texcoat['ao'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
                 elif texture_info[2].startswith('displacement'):
-                    texcoat['displacement'].append(texture_info[3])
+                    texcoat['displacement'].append([texture_info[0],texture_info[3]])
                     create_nodes = True
                 create_group_node = True
+
         if(create_nodes):
             coat3D = bpy.context.scene.coat3D
             path3b_n = coat3D.exchangedir
@@ -182,10 +227,11 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
                     objekti.coat3D.applink_3b_path = line
                 export_file.close()
                 coat3D.remove_path = True
-            createnodes(index_mat, texcoat, create_group_node)
+            createnodes(index_mat, texcoat, create_group_node, tile_list, objekti)
 
 
-def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and link textures into them
+
+def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti): # Cretes new nodes and link textures into them
     bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
     bring_metalness = True
     bring_roughness = True
@@ -303,37 +349,135 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
 
         if(out_mat.inputs['Surface'].is_linked == True):
             if(bring_color == True and texcoat['color'] != []):
-                CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
+                CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
 
             if(bring_metalness == True and texcoat['metalness'] != []):
-                CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
+                CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
 
             if(bring_roughness == True and texcoat['rough'] != []):
-                CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
+                CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat,tile_list, objekti)
 
             if(bring_normal == True and texcoat['nmap'] != []):
-                CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
+                CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
 
             if (bring_emissive == True and texcoat['emissive'] != []):
-                CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
+                CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
 
             if (bring_displacement == True and texcoat['displacement'] != []):
                 CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup, main_material,
-                                  applink_tree, out_mat, coatMat)
+                                  applink_tree, out_mat, coatMat, tile_list, objekti)
 
 
-def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat):
+def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti):
 
-    node = act_material.nodes.new('ShaderNodeTexImage')
-    uv_node = act_material.nodes.new('ShaderNodeUVMap')
-    uv_node.uv_map = '3DC_' + coatMat.name
-    act_material.links.new(uv_node.outputs[0], node.inputs[0])
+    if(tile_list):
+        texture_name = coatMat.name + '_' + type['name']
+        texture_tree = bpy.data.node_groups.new(type="ShaderNodeTree", name=texture_name)
+        texture_tree.outputs.new("NodeSocketColor", "Color")
+        texture_node_tree = act_material.nodes.new('ShaderNodeGroup')
+        texture_node_tree.name = '3DC_' + type['name']
+        texture_node_tree.node_tree = texture_tree
+        texture_node_tree.location[0] = type['node_location'][0]
+        texture_node_tree.location[0] -= 400
+        texture_node_tree.location[1] = type['node_location'][1]
+        notegroupend = texture_tree.nodes.new('NodeGroupOutput')
 
-    node.use_custom_color = True
-    uv_node.use_custom_color = True
+        count = len(tile_list)
+        uv_loc = [-1400, 200]
+        map_loc = [-1100, 200]
+        tex_loc = [-700, 200]
+        mix_loc = [-400, 100]
+
+        nodes = []
+
+        for index, tile in enumerate(tile_list):
+
+            tex_img_node = texture_tree.nodes.new('ShaderNodeTexImage')
+
+            if(type['colorspace'] == 'color' ):
+                tex_img_node.color_space = 'COLOR'
+            else:
+                tex_img_node.color_space = 'NONE'
+
+
+            for ind, tex_index in enumerate(texcoat[type['name']]):
+                if(tex_index[0] == tile):
+                    tex_img_node.image = bpy.data.images.load(texcoat[type['name']][ind][1])
+                    break
+            tex_img_node.location = tex_loc
+
+            tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap')
+            tex_uv_node.location = uv_loc
+            tex_uv_node.uv_map = objekti.data.uv_layers[0].name
+
+            map_node = texture_tree.nodes.new('ShaderNodeMapping')
+            map_node.location = map_loc
+            map_node.name = '3DC_' + tile
+            map_node.vector_type = 'TEXTURE'
+            map_node.use_min = True
+            map_node.use_max = True
+
+            tile_int = int(tile[2:])
+
+            map_node.min[0] = tile_int - 1
+            map_node.max[0] = tile_int
+
+
+            if(index == 0):
+                nodes.append(tex_img_node.name)
+            if(count == 1):
+                texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0])
+
+            if(index > 0):
+                mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
+                mix_node.blend_type = 'ADD'
+                mix_node.inputs[0].default_value = 1
+                mix_node.location = mix_loc
+                mix_loc[1] -= 300
+                texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
+                texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
+                nodes.clear()
+                nodes.append(mix_node.name)
+
+
+            elif(index > 1):
+                mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
+                mix_node.blend_type = 'ADD'
+                mix_node.inputs[0].default_value = 1
+                mix_node.location = mix_loc
+                mix_loc[1] -= 300
+                texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
+                texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
+                nodes.clear()
+                nodes.append(tex_img_node.name)
+                nodes.append(mix_node.name)
+
+            tex_loc[1] -= 300
+            uv_loc[1] -=  300
+            map_loc[1] -= 300
+
+            texture_tree.links.new(tex_uv_node.outputs[0], map_node.inputs[0])
+            texture_tree.links.new(map_node.outputs[0], tex_img_node.inputs[0])
+
+        if(count > 1):
+            texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0])
 
+
+
+    if(tile_list):
+        node = texture_node_tree
+
+    else:
+        node = act_material.nodes.new('ShaderNodeTexImage')
+        uv_node = act_material.nodes.new('ShaderNodeUVMap')
+        uv_node.uv_map = objekti.data.uv_layers[0].name
+        act_material.links.new(uv_node.outputs[0], node.inputs[0])
+        uv_node.use_custom_color = True
+        uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+
+    node.use_custom_color = True
     node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
-    uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+
 
     if type['name'] == 'nmap':
         normal_node = act_material.nodes.new('ShaderNodeNormalMap')
@@ -341,7 +485,8 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
         normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
 
         node.location = -671, -510
-        uv_node.location = -750, -600
+        if(tile_list == []):
+            uv_node.location = -750, -600
         normal_node.location = -350, -350
         normal_node.name = '3DC_normalnode'
 
@@ -362,9 +507,10 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
             if(input_color != -1):
                 break
 
-    node.image = bpy.data.images.load(texcoat[type['name']][0])
-    if(type['colorspace'] == 'noncolor'):
-        node.color_space = 'NONE'
+    if(tile_list == []):
+        node.image = bpy.data.images.load(texcoat[type['name']][0])
+        if(type['colorspace'] == 'noncolor'):
+            node.color_space = 'NONE'
 
     if (coat3D.createnodes):
 
@@ -408,15 +554,16 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
                     if(material.name == '3DC_Emission'):
                         main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
                         break
-
-        uv_node.location = node.location
-        uv_node.location[0] -= 300
-        uv_node.location[1] -= 200
+        if(tile_list == []):
+            uv_node.location = node.location
+            uv_node.location[0] -= 300
+            uv_node.location[1] -= 200
 
     else:
         node.location = type['node_location'][0], type['node_location'][1]
-        uv_node.location = node.location
-        uv_node.location[0] -= 300
+        if (tile_list == []):
+            uv_node.location = node.location
+            uv_node.location[0] -= 300
         act_material.links.new(node.outputs[0], notegroup.inputs[type['input']])
         if (input_color != -1):
             main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
@@ -496,6 +643,18 @@ def matlab(objekti,mat_list,texturelist,is_new):
 
     updatetextures(objekti)
     if(texturelist != []):
-        readtexturefolder(objekti,mat_list,texturelist,is_new)
+        udim_textures = False
+        if texturelist[0][0].startswith('100'):
+            udim_textures = True
+
+        if(udim_textures == False):
+
+            readtexturefolder(objekti,mat_list,texturelist,is_new, udim_textures)
+        else:
+            path = texturelist[0][3]
+            only_name = os.path.basename(path)
+            if(only_name.startswith(objekti.coat3D.applink_index)):
+                readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures)
+
 
     return('FINISHED')