What I am looking for is for the visual cues in the interface, specifically, 
the brush size circle or the roto spline in the viewer, to accurately reflect 
where I am placing a spline, or where I am placing a paint stroke.

> On Mar 21, 2016, at 5:16 PM, Elias Ericsson Rydberg 
> <[email protected]> wrote:
> 
> So if I understand your setup correctly, you're using the result of a 
> RotoPaint as a texture one a card that has some bicubic deformation? And as a 
> result the renders come out deformed?
> 
> Substitute a 0-1 uv map as a texture for the card, then retexturize using the 
> ST-map tool?
> 
> I fear I may have misunderstood you here
> 
> Best regards,
> Elias Ericsson Rydberg
> 
> tisdag 22 mars 2016 skrev Ned Wilson <[email protected] 
> <mailto:[email protected]>>:
> Hello,
> 
> I have a RotoPaint node that is plugged directly into a card. The card has 
> some bicubic deformations on it, and it is plugged directly into a 
> ScanlineRender node. The resulting matte is then used as a Grade mask.
> 
> This is an example where I really need to paint fine detail on a matte - I’m 
> trying to enhance shadows in the background of a shot that has a camera move 
> on it. All that I want is to be able to look at the output of the Grade node 
> and see where the points of a spline or paint brush strokes are in relation 
> to the 2D image.
> 
> I can see, especially with the paint brush, that Nuke is actually deforming 
> and adjusting the shape of the brush to account for the 3D transform.
> 
> The only problem here is - it’s wrong, and it is maddeningly frustrating.
> 
> I know that you can use FrameHolds with Project3Ds and MergeMats in order to 
> get these to line up exactly, but that is a huge PITA, especially if you have 
> large camera moves.
> 
> Is there a setup that people use where this actually works?
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