You have to Interpret Footage on your UV pass and make sure it’s set to “Preserve RGB,” and you have to make sure the color depth of your project is set to at least 16bpc.
Preserve RGB tells Ae to bypass its color management system for a footage item, and the project bit depth governs the precision uses for storing images and calculating effects. This is important here because a UV pass is data, not an image.
We need to make sure the RE:Map effect can get access to the raw RGB values, and that it has sufficient precision to avoid distortion.
Specifically, the R and G values will be remapped from their native range to 2D coordinates in texture space (UV), so we want to make sure that no color or gamma processing is being applied to the original values, and that we have sufficient precision in the texture coordinate system.
Walter Soyka
Designer & Mad Scientist at Keen Live [link]
Motion Graphics, Widescreen Events, Presentation Design, and Consulting
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