As far as I can remember Nuke's cube always had all 6 faces overlapping in UV space. Best bet would to import one from your 3d app which uses a standard T uv layout for the cube.
-deke On Wed, Feb 1, 2012 at 09:11, thoma <[email protected]> wrote: > One of my favorite things in life (and nuke) is to project onto cards and > geo then paint onto the unwrapped uvs from said cards and geo, then feed it > back to the geo as a texture. Lately though - i've noticed that unwrapping a > nuke cube doesn't give me workable UVs for painting. I've done this with > cards alot and as far as I can remember they were even smart enough to deal > with nonsquare formats. Now, i have to make sure my UV render is the same > format as my projected texture for things to go smoothly. Any primitive made > by nuke doesn't seem to have UVs laid out/non-overlapping UVs. Has something > changed under the hood in Nuke or was I always just accidentally making this > work? Do i need to project UVs onto my cube in order to unwrap it? What's > the best workflow for this without going to a proper 3d app and generating > uvs? > > Thanks, > Thomas > > _______________________________________________ > Nuke-users mailing list > [email protected], http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list [email protected], http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
