krottman
05-02-2010, 06:27 PM
Has anyone found a good workflow with the STMap node in nuke? I'm a compositing student nearing the end of Full Sail and tried to use it last month on a project, I had some buildings that I rendered out on surface shaders in Maya and was doing all the lighting in Nuke using other passes I had rendered.
Since the buildings were just on surface shaders with no lighting information, tweaking and updating the texturing in Nuke would have been faster and easier than re-rendering them out of maya if there were any changes.
So I rendered out a UV pass from maya and only got the texture mapping to work well if the UV pass didn't have AA, but since its essentially using the UV pass as the edges of the geometry, that didn't really work well either because the edges were aliased. Is there something I'm missing or haven't thought about?
Thanks in advance
Since the buildings were just on surface shaders with no lighting information, tweaking and updating the texturing in Nuke would have been faster and easier than re-rendering them out of maya if there were any changes.
So I rendered out a UV pass from maya and only got the texture mapping to work well if the UV pass didn't have AA, but since its essentially using the UV pass as the edges of the geometry, that didn't really work well either because the edges were aliased. Is there something I'm missing or haven't thought about?
Thanks in advance
