UV Pass color conversion help needed


Blender’s UV Pass uses Blue and Magenta for mapping the UV, I’d like to obtain a “standard” UV Pass based on Green and Red. Is this possible and if so how?


Yes, one way is to open the texture in the node editor, and use a converter > separate node to pull apart the different channels. Then, reassemble them swapping colours over as needed. Save the output as a new image.

Hi Lancer.

Thank you for the tip but I tried it before and it doesn’t seem to be working correctly.
I took a Convertor/Separate RGBA node and connected it to a “Combine RGBA” node by connecting the B channel of the first to the G channel of the second and it turns into a map of green and yellow instead of green and red. See attachment. Clearly I’m missing something. It would help also to be able to do the opposite, take a UV Pass from another program, like Carrara, which outputs in the conventional notation, and convert it into the format that Blender’s compositor’s like.