That's exactly why I use the 3d stabilize trick. To avoid those ui problem. I 
know its not what you are after, but maybe it can help

I have a video on that : https://youtu.be/8m7oEDXQMgE

Sent from my iPhone

> On Mar 21, 2016, at 8:38 PM, Ned Wilson <nedwil...@gmail.com> wrote:
> 
> What I am looking for is for the visual cues in the interface, specifically, 
> the brush size circle or the roto spline in the viewer, to accurately reflect 
> where I am placing a spline, or where I am placing a paint stroke.
> 
>> On Mar 21, 2016, at 5:16 PM, Elias Ericsson Rydberg 
>> <elias.ericsson.rydb...@gmail.com> wrote:
>> 
>> So if I understand your setup correctly, you're using the result of a 
>> RotoPaint as a texture one a card that has some bicubic deformation? And as 
>> a result the renders come out deformed?
>> 
>> Substitute a 0-1 uv map as a texture for the card, then retexturize using 
>> the ST-map tool?
>> 
>> I fear I may have misunderstood you here
>> 
>> Best regards,
>> Elias Ericsson Rydberg
>> 
>> tisdag 22 mars 2016 skrev Ned Wilson <nedwil...@gmail.com>:
>>> Hello,
>>> 
>>> I have a RotoPaint node that is plugged directly into a card. The card has 
>>> some bicubic deformations on it, and it is plugged directly into a 
>>> ScanlineRender node. The resulting matte is then used as a Grade mask.
>>> 
>>> This is an example where I really need to paint fine detail on a matte - 
>>> I’m trying to enhance shadows in the background of a shot that has a camera 
>>> move on it. All that I want is to be able to look at the output of the 
>>> Grade node and see where the points of a spline or paint brush strokes are 
>>> in relation to the 2D image.
>>> 
>>> I can see, especially with the paint brush, that Nuke is actually deforming 
>>> and adjusting the shape of the brush to account for the 3D transform.
>>> 
>>> The only problem here is - it’s wrong, and it is maddeningly frustrating.
>>> 
>>> I know that you can use FrameHolds with Project3Ds and MergeMats in order 
>>> to get these to line up exactly, but that is a huge PITA, especially if you 
>>> have large camera moves.
>>> 
>>> Is there a setup that people use where this actually works?
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