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Uv pass and tiling?

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  • Uv pass and tiling?

    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.

  • #2
    How are you generating the UV render element or texture? If using VRaySamplerInfo try setting the UVW mode to tile.
    If you're adding a red and green gradient then you can set it to tiled in the mapping options.
    If it's for using with STMap in Nuke, make sure you're rendering the UV pass as 32 bit to avoid any issues with the mapping.
    Rens Heeren
    Generalist
    WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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    • #3
      Yes, i am using the vray sampler and i have tried all the options in the render element.

      Setting it to tile look like it would work just by looking the pass itself when rendered, but still gives the same stretching.

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