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UV Map 3D Node

By Kriss Norde

UV Map 3D replaces the existing UV coordinates of a mesh with a procedural projection. 6 modes are available (Planar, Cylindrical, Spherical, XYZ to UVW, CubeMap, Camera). Essential when an imported mesh has no UVs or when they are poorly made.

Overview

UV coordinates are the 2D coordinates that tell which pixel of a texture each vertex of a mesh maps to. With no UVs or broken UVs, any texture looks distorted or placed at random.

UV Map 3D regenerates these coordinates with a geometric projection (plane, cylinder, sphere, cube, camera). Limitation: individual per-vertex UVs can't be manipulated directly - the onscreen controls are for reference only. For fine manual unwrapping, use external software (Blender, Maya).

Where to find this node

  • Effects Library: Tools > 3D > UV Map 3D
  • Quick add: right-click in the Node Editor → Add Tool > 3D > UV Map 3D

Inputs

  • SceneInput (orange) - required. Mesh or 3D scene whose UVs will be replaced.
  • Camera Input (green) - visible only when Map Mode is set to Camera. Accepts the output of a Camera 3D.

Setup

FBX Mesh 3D → UV Map 3D → Merge 3D

Insert it after the geometry source, before a texture is applied. The texture applied downstream (through the mesh's material or a Replace Material 3D) will use the newly generated UVs.

Projection modes (Map Mode)

Planar
Projects the UVs through a plane. Each vertex gets its UVs from its orthogonal projection onto that plane. Ideal for mostly flat surfaces (floor, wall, large flat object). Stretching artifacts on surfaces perpendicular to the projection direction.
Cylindrical
Projects from an enclosing cylinder. The UVs "wrap" the surface around the cylinder's axis. Perfect for tube-shaped objects, bottles, columns, tree trunks.
Spherical
Projection from the center of a sphere toward the surface. The UVs become polar. Recommended for spheres, domes and mostly round objects. Watch out for the poles, where the UVs get compressed (the image looks "pinched").
XYZ to UVW
Uses the vertices' position coordinates directly as UVW. Ideal for 3D procedural textures (3D noise, volumetric wood). The pattern stays consistent even when the mesh is deformed or scaled.
CubeMap
Projects from an enclosing cube. Each face of the mesh gets the UVs of the cube face closest in orientation. Lets you use cubemaps (six textures in one). Used for environments.
Camera
Projects from a connected camera (unlocks the green input). The UVs match the 2D position of the vertex as seen by the camera. Used for camera projection, matching a filmed plate, and so on.

Projection transform

Whatever the mode, you can transform the projection geometry (plane/cylinder/sphere/cube) to adjust the texture without touching the mesh.

Center X / Y / Z
Position of the projection center.
Size X / Y / Z
Size of the projection. Changes the density of the texture.
Rotation X / Y / Z (+ Rotation Order)
Orients the projection. Critical for Planar mode (plane direction) or Cylindrical mode (cylinder axis).
Orientation X / Y / Z
Reference axis for the selected mode. E.g. for Cylindrical, it sets the cylinder's axis.
Fit / Center buttons
Fit: automatically fits the projection to the mesh's bounding box. Center: centers the projection on the center of the scene. Useful buttons for a quick setup.

Advanced parameters

Lock UVs on Animated Objects
Keeps the texture from sliding over animated geometry by using a reference frame. Without it, when the mesh moves, the (re)projected UVs move with the position - the texture "swims" over the object. Limitation: only works if the number of vertices doesn't change over time (fails on particles and animated primitives).
Tile U / V / W
Repeats the texture on the U, V, W axes. Tile U = 2 → the texture repeats twice horizontally.
Flip U / V / W
Mirrors on each axis. Useful to fix a texture that appears inverted.
Flip Faces
Specific to CubeMap: mirrors individual faces of the cube.

Camera projection lock

Camera mode combined with Lock UVs on Animated Objects enables a specific workflow: project an image from a camera at a precise frame, then freeze it on the mesh so it no longer moves when the camera moves afterward.

Typical use: rebuilding a filmed shot in 3D. You place the original camera, project the plate, lock the UVs - then you can move the new camera without the plate "peeling off" the objects.

Limitation to remember: the lock fails as soon as the number of vertices changes. Particles and meshes with animated subdivision → not compatible.

Use cases

  • Imported FBX without UVs - some downloaded meshes have no mapping. A UV Map in Planar or Cubic mode gives a usable mapping instantly.
  • Retexturing a badly UV-mapped mesh - replaces the original UVs with something clean and predictable.
  • 3D procedural texture - XYZ to UVW mode + 3D noise = a consistent volumetric pattern (wood, marble). The pattern stays stable when the object is deformed.
  • Label on a bottle - Cylindrical UV Map aligned with the bottle's axis + a label texture → a quick product decoration.
  • Camera projection for reconstruction - project the filmed plate onto rough scene geometry, lock the UVs, then animate a new camera.
  • Texture tiling - apply a repeating texture to a floor/wall: Planar mode + Tile U/V = 5 → the texture repeats 5× in each direction.
  • Environment / skybox - CubeMap or Spherical mode to apply an HDRI to an environment sphere.

Tips & limitations

  • No manual unwrapping - Fusion doesn't let you move UVs per vertex. For fine control, unwrap in Blender/Maya then import the result (the UVs are then stored in the mesh).
  • Planar mode = first reflex for an FBX without UVs. The default orientation is often right, and you can adjust it afterward.
  • The Fit button automatically snaps the projection to the bounding box - a time saver to start from a correct setup.
  • Lock UVs on Animated Objects fails silently if the topology changes. Particles and animated primitives: not compatible.
  • XYZ to UVW + noise = a magic combination for procedural volumetric textures that don't slide when the mesh changes.
  • For spheres, Spherical mapping "pinches" at the poles (a mathematical singularity). That is normal; the workaround is to use a sphere whose poles fall outside the final camera frame.
  • CubeMap vs the Shape/Cube 3D Cube Mapping - don't confuse them. Cube 3D's Cube Mapping expects an image in a cross layout. The UV Map CubeMap mode, on the other hand, generates UVs compatible with individual per-face textures.