Uv Pass Exclusive
In your 3D software (Maya, Blender, C4D, etc.), enable the UV or "Texture Coordinate" AOV. Ensure you render in 32-bit float (EXR format). Because UV coordinates require high precision, 8-bit or 16-bit files will cause "jittering" or "stepping" in your textures.
Here’s a breakdown of possible content for depending on your context (e.g., 3D rendering, photography, optics, or manufacturing). Please choose the one that fits your needs.
The primary benefit of using a UV pass is flexibility. It shifts the texturing workload from the 3D rendering phase to the 2D post-production phase.
A UV Pass only maps the image. It doesn't know where the lights or shadows are. You will need to use blending modes (like Multiply or Overlay) to marry the new texture to the lighting of the original 3D render.







