UV Remap
UV Remap operator properties for Script Engine. Distorts or projects the layer using a separate UV map image (red = horizontal, green = vertical coordinate). Useful for mapping live video onto a 3D-rendered surface via a UV pass exported from Blender/Maya/Houdini, applying complex lens warps and screen distortions, wrapping footage onto virtual props or screens, doing custom screen-space morphs, and creating stylised mirror or kaleidoscope effects. Supports both 8-bit and 16-bit UV maps; use 16-bit PNG for smoothest results on high-detail renders.
| Property | Type | Access | Description |
|---|---|---|---|
UVMapPath |
Uri |
get/set |
Path to the UV map image file (red channel = horizontal U, green = vertical V). Render this from your 3D software as a UV pass. 16-bit PNG gives the smoothest results; 8-bit works for simpler distortions but may show stepping in slow gradients. |
ReloadUVMapCmd |
Command |
get |
Reload the UV map from disk — useful after re-rendering or editing the UV pass externally. |
ScaleU |
int |
get/set |
Horizontal scale of the source layer, percent. [min=10, max=500, default=100]. 100 = no scaling. 200 doubles tiling along U so the layer repeats twice horizontally across the mapped surface; 50 stretches it to half (zoom in). |
ScaleV |
int |
get/set |
Vertical scale of the source layer, percent. [min=10, max=500, default=100]. 100 = no scaling. Higher values tile or shrink vertically; lower values zoom into the layer. |
OffsetU |
int |
get/set |
Horizontal shift of the source layer, percent. [min=-100, max=100, default=0]. Shifts the layer left/right before sampling — useful for sliding video around within the projected surface without re-rendering. |
OffsetV |
int |
get/set |
Vertical shift of the source layer, percent. [min=-100, max=100, default=0]. |
ResetTransformCmd |
Command |
get |
Reset scale and offset back to defaults (100%, no offset). |
TileMode |
UVTileMode |
get/set |
How the layer behaves when UV coordinates go outside its bounds. [default=Clamp]. Clamp holds the edge pixel. Repeat tiles the layer endlessly. Mirror flips alternate tiles so seams are invisible — handy for wrapping video onto continuous surfaces. |
FilterMode |
UVFilterMode |
get/set |
Quality of sampling between source pixels. [default=Bicubic]. Nearest keeps pixels sharp (good for pixel-art looks). Bilinear is the standard smooth option. Bicubic gives the smoothest, highest-quality result for HD/4K UV maps. |
BackgroundMode |
UVBackgroundMode |
get/set |
What to display where the UV map is invalid (off-surface pixels). [default=Transparent]. Transparent fills with full transparency for compositing. Original shows the input layer untouched. Color uses the configured background colour below. |
UVThreshold |
int |
get/set |
Minimum brightness in the UV map to count as a valid coordinate, percent. [min=0, max=100, default=1]. Keeps very dark UV pixels from accidentally pulling stretched edges of the source. Raise if you see colour bleed at object silhouettes; lower if valid edges are dropping out. |
BackgroundRed |
int |
get/set |
Red component of the background fill colour. [min=0, max=255, default=0]. Used when BackgroundMode is set to Color. |
BackgroundGreen |
int |
get/set |
Green component of the background fill colour. [min=0, max=255, default=0]. |
BackgroundBlue |
int |
get/set |
Blue component of the background fill colour. [min=0, max=255, default=0]. |
BackgroundAlpha |
int |
get/set |
Alpha (opacity) of the background fill colour. [min=0, max=255, default=255]. 255 = fully opaque, 0 = fully transparent. Lower for a partially transparent fill. |
SwapUV |
bool |
get/set |
Swap the U and V channels of the UV map. [default=No]. Use this when the UV pass came from a tool that uses a swapped axis convention and the result looks transposed. |
FlipU |
bool |
get/set |
Flip the U (horizontal) coordinate. [default=No]. Mirrors the source layer left-right within the projection. |
FlipV |
bool |
get/set |
Flip the V (vertical) coordinate. [default=No]. Mirrors the source layer top-bottom. Often needed when importing UV passes from renderers that use a flipped V convention compared to image files. |
UseAlphaAsUV |
bool |
get/set |
Use the UV map's alpha channel to mark valid areas. [default=No]. On = transparent UV-map pixels are treated as off-surface (background fill applies). Off = validity is judged purely by the brightness of the red and green channels. |
ShowUVMap |
bool |
get/set |
Display the UV map itself instead of the remapped picture (read-only, debug). Useful for verifying that the UV pass loaded correctly and lines up with the source. |
ShowTexture |
bool |
get/set |
Display the source layer untouched without applying the UV remap (read-only, debug). |
ShowOriginal |
bool |
get/set |
Bypass the effect entirely and pass the original input through (read-only, debug). |
Minilog |
FormattedMessage |
get/set |
Most recent status message from the operator (read-only, debug). |
Inherits from: AbstractOperator, AbstractAudioMetering.
See also: UV Remap in Operators — user-facing introduction, screenshots, and section summaries.