mattmerk wrote:I'm an RTFM guy and a "don't whine that it doesn't work like your pet software."
Sorry, but are you sure, that the kind of setup you made first, would work for camera projection in Nuke?
I think in Nuke you need a Project3D node, which is in this case an equivalent to Fusion's UVWMap3D...
To me personally, the way Fusion makes camera projections seems very intuitive.
What is essentially a camera projection?
It's the way of texturing a piece of geometry, which uses texture coordinates, projected from a camera.
So, in Fusion you assign a texture to the 3D object, then apply a node which takes care of texture coordinates, select the type of the UV mapping and voilà! Was there any illogical step?
This is exactly what you do in 3D packages for any kind of texturing too.
Concerning Fusion behaving not exactly like Nuke... In Nuke itself different nodes behave each in it's own way, so if anyone would deliberately try to copy Nuke behaviour in another software, keeping it consistent at the same time, he would inevitably fail.
Think of this: in the Transform node and in ColorWheel node, positive rotation is counter clockwise. In the DirBlur node and Glint node, positive rotation is clockwise. So how can another software be consistent with Nuke if there is no consistency in Nuke itself?