EyeonTips:Manual/Fusion 6/Texture
From VFXPedia
- Make sure you judge your image with the HiQ switch turned on. Otherwise, the Texture tool won't do sub-pixel sampling on the texture and produce a pixelated result.
- UV-map image must be 32 bit float to avoid steps in texture distribution.
- If you want to have control over the sub-pixel filtering, you can scale the texture up using a Resize or Scale tool and choose your preferred filtering function there.
- Don't feed pre-multiplied UV channels into the tool as this will produce bad edge pixels. If your UV pass comes out pre-multiplied, divide it by the alpha channel using a ChannelBoolean.
- Alternatives to the texture tool are HoS_PixelMapper (a plugin by Sven Neve) and Gringo's UVPositioner Macro.
This is an example on how to use the Texture tool on a rendered UV Map to insert a picture into a beauty pass at comp stage.