Texture Size/ Mapping

Im looking for help understanding this… when i bring in a non-square texture, rhino seems to compress it into a square (at least it appears so in the uv editor). My aim is to take the UVs and have them use only the portion of the image… notice it is wide. this is useful if i want to put this into say, a TV screen, or a projected surface…..

Couldn’t you just calculate the non-square texture’s aspect ratio, and then scale your UVs by the appropriate factor? Like, if the image is 2:1, you’d scale them 0.5 * x.

UV space runs from 0 to 1 on both sides. That is why it looks like that in the uv editor in Rhino 8.

This is already logged as RH-80382 Non-square textures are stretched in UVeditor

Added this thread to the bug report.