I am completely new to Blender. I am making a photo frame in Blender 2.65, and I used a plane to be the 'photo' in the frame, and added a texture to it using a real photo. When I did this directly using materials, it was fine and even rendered (I saw some tutorials say that until you UV unwrap it, the material will not show). After I UV Unwrapped it, some problems occurred. I am using Cycles render.
If I select the object and go to edit mode, then press U, and either use the default unwrap or select 'reset', the UV Map is the same size as the image itself. However, the plane I used is not the same proportion as the image (I did this on purpose, printed photos are usually cropped because camera sensors aspect ratio is different to paper aspect ratio). This means that the projected texture is stretched, as in this screenshot.
If I don't want the stretch, using the above method, I can select "unwrap" (first option). The images have the correct proportion but are rotated, as in this screenshot:
If I then manually rotate my plane in object mode so the, I have to resize it, because the frame is supposed to be in landscape orientation. After I resize the plane, the projected image/texture is stretched once again.
I've tried all the unwrap options including the project from view bounds, nothing works.
I used the photo of the spheres as it is easier to see the stretched result. The photo is square but my goal is to get the frame to work like in the real world when paper and camera sensors have different aspect ratios: either the photo has to be cropped to fill the frame, or there are borders around the photo if you don't want cropping at all. So ultimately, I'd like to be able to use any image as a texture for the plane, and have the plane render the image in the plane's aspect ratio, not the image's aspect ratio.
You can see the file here. I'd also appreciate it if someone can add 'stretched' and 'rotated' textures as a tag for me.