HI, On my current project, instead of using a bunch of extra tex passes i thought i should try and do this in nuke with uv pass.
But it seems to me that the uv pass will only give desirable results if the uv on the mesh it self has no tile. for instance, it will work fine on a freshly generated plane, but if i add a uvw map modifier and shrink the gizmo a bit the outsides of this will get a infinite stretch in the uv pass.
I have tried the different options in the render pass it self without getting it right. Does this mean i actually have to add uv modifiers to all my models in the scene and have the bounding box of the gizmo cover the whole mesh for this to work?
If someone has some tips here it would be greatly appreciated.
But it seems to me that the uv pass will only give desirable results if the uv on the mesh it self has no tile. for instance, it will work fine on a freshly generated plane, but if i add a uvw map modifier and shrink the gizmo a bit the outsides of this will get a infinite stretch in the uv pass.
I have tried the different options in the render pass it self without getting it right. Does this mean i actually have to add uv modifiers to all my models in the scene and have the bounding box of the gizmo cover the whole mesh for this to work?
If someone has some tips here it would be greatly appreciated.
Comment