FUSION · NODE REFERENCE
UVMap3D
Procedural UV/UVW coordinates for classic Fusion 3D
Replaces UV/UVW texture coordinates on classic Fusion 3D geometry. It stays in the scene3d domain, supports Planar/Cylindrical/Spherical/CubeMap/XYZ to UVW/Camera mapping, and exposes a conditional CameraInput in Camera mode.
UVMap3D
Overview
What UVMap3D does
UVMap3D is a classic Fusion 3D processor. Its required orange SceneInput receives a 3D scene/object, the tool replaces UV texture coordinates on the geometry, and Output remains scene3d until Renderer3D. Image data does not connect directly to SceneInput.
Blackmagic describes UVMap3D as replacing texture coordinates rather than assigning a material. A material may already be attached upstream—for example texture/material → Shape3D.MaterialInput → UVMap3D. UVMap3D changes the coordinates that material uses when reading the texture.
Map Mode selects the virtual projection model: Planar, Cylindrical, Spherical, CubeMap, XYZ to UVW, or Camera. These are coordinate-generation methods rather than artistic presets.
Planar suits flat or decal-like surfaces; Cylindrical wraps around a cylindrical projection; Spherical uses a sphere; CubeMap uses a cubic projection; XYZ to UVW converts vertex position coordinates directly to UVW for procedural-texture workflows.
Camera mode is conditional: only this mode exposes the green CameraInput. That input expects Camera3D output and uses camera projection to create texture coordinates. It is not an image input; the projected image/texture still belongs to the material chain.
Do not confuse Camera mapping with Projector3D. UVMap3D creates UV coordinates through a camera reference, while Projector3D is a different projection workflow.
Orientation X/Y/Z defines the reference axis for the selected mapping mode. If a texture lands on the wrong side or axis, inspect Orientation before rotating the geometry itself.
Fit fits the virtual projection object to the incoming scene bounding box; Center moves the projection center to that bounding-box center. They are useful baselines, not substitutes for deliberate Size, Center, and Rotation settings.
Lock UVs on Animated Objects attaches the generated mapping to animated geometry relative to Ref Time. Enabling it reveals the conditional Ref Time control used as the reference frame.
Projection locking requires vertex identity to remain matchable between the reference and current frames. Creating, destroying, or reordering vertices can break it, so animated subdivisions, many particle systems, and time-offset duplication need special caution.
Size X/Y/Z changes the dimensions of the virtual projection object; Center X/Y/Z changes its position. These alter mapping space rather than moving the geometry in world space.
Rotation Order and Rotation X/Y/Z orient the projection object. As with other Euler rotations, a different order can produce a different result when several axes are non-zero.
Tile U/V/W transforms UVW coordinates so a texture repeats in projected UV space. It does not resize the source bitmap or add geometry density.
Flip U/V/W mirrors the corresponding texture coordinates. This is the correct level for a mapping-orientation problem rather than rotating the entire 3D object.
Classic Fusion documentation also describes a CubeMap-only Flip Faces control that mirrors coordinates on individual cube faces. It is not visible in the bundled Planar capture, so its exact current Resolve 21/21.1 presentation remains a target-build live-verification item.
UVMap3D works per vertex rather than per pixel. Poorly tessellated geometry can therefore show mapping artifacts; the tool does not increase mesh density by itself.
Historical Blackmagic documentation also notes that the on-screen projection representation is for reference; UVMap3D is not a direct vertex-by-vertex UV editor in the Viewer.
UVMap3D is not a full UV unwrap editor for islands, seams, or individual vertices. Complex production unwraps are often better authored in a dedicated 3D DCC and preserved on import.
If an imported model already contains correct authored UVs, do not insert UVMap3D automatically: this tool replaces those coordinates. Use it when a procedural remap is actually required.
A robust classic workflow is to perform mapping in the geometry's default/local coordinate system and then place the mapped result with a downstream Transform3D: Shape3D → UVMap3D → Transform3D. Moving the source geometry upstream of mapping can create sliding unless the lock workflow is appropriate.
Renderer3D remains the data boundary. UVMap3D.Output is scene3d; Renderer3D.Image is raster image data. Use normal 2D effects and MediaOut only after the renderer.
The bundled captures verify Map Mode, Orientation, Fit, Center, Lock UVs on Animated Objects, Size, Center, Rotation, Tile, and Flip. Ref Time and CameraInput are conditional states and are not expanded in those two static screenshots.
No live Resolve 21/21.1 execution was performed in this authoring pass. Exact socket labeling, conditional Flip Faces presentation, and behavior on specific animated/problem meshes remain target-build verification rather than claimed live certification.
When to use it
Create procedural planar/cylindrical/spherical/cubemap mapping for Fusion primitives
Replace missing or unsuitable UVs on imported geometry
Create camera-based UV coordinates without using the camera socket as an image projector
Fit and orient mapping without moving the geometry
Repeat patterns with U/V/W Tile
Correct mirrored mapping with U/V/W Flip
Lock mapping to animated geometry with Ref Time when vertex identity remains stable
Separate mapping from downstream Transform3D placement
UVMap3D in context
Screenshots referenced by this article. Open an image to inspect it at full size.
Example for UVMap3D.
Original imageExample for UVMap3D.
Original image