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.