Aescripts Ft-uvpass Bundle V5.5.1a For After Ef... //top\\ -
: Features a switchable parameter to toggle subsampling on and off, giving artists direct control over speed versus fine-edge accuracy while drafting.
Apply new textures to 3D renders without returning to a 3D application.
: Sample exact X, Y, and Z spatial coordinates within your render to isolate specific sections of an object.
: Fully compatible with Adobe's Multi-Frame Rendering (MFR) and natively optimized for Apple Silicon M1/M2/M3 chips , maximizing GPU/CPU usage during rendering. Why Use a UV Pass Workflow in After Effects? Traditional 3D Revision Workflow ft-UVPass Post-Processing Workflow AEScripts ft-UVPass Bundle v5.5.1a for After Ef...
The solves this bottleneck. This powerful toolset allows compositors to map textures, replace colors, and isolate specific areas of a 3D render directly inside After Effects using UV coordinates and World Position Passes.
: Generates precise matte shapes attached to objects in 3D renders using a Position Pass (PPass, point pass, or world position pass). This capability replicates advanced 3D masking workflows traditionally exclusive to high-end node-based compositing suites like Nuke. Key Features and Engine Upgrades
This is a collection of expression controllers and utilities, including: : Features a switchable parameter to toggle subsampling
: Fully compatible with Multi-Frame Rendering (MFR) and Apple Silicon. Texture Controls
Includes offset controls to slide textures seamlessly across geometry.
Experiment with different colors or patterns on clothing and objects during the compositing stage. Interface Design: Overlay HUD elements onto 3D surfaces. ⚙️ Technical Requirements Host: Adobe After Effects (CS6 through CC 2024+). : Fully compatible with Adobe's Multi-Frame Rendering (MFR)
The v5.5.1a update focuses heavily on performance optimization, stability, and integration with modern After Effects architectures.
💡 For the cleanest results, always render your UV pass at 32-bit (EXR) . Lower bit depths like 8-bit will cause "stepping" and distortion in your textures. To help you get the most out of this, let me know: