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I can't understand how can I sort out this weird uv situation… When using an image that is not 1:1 and trying to uv it, the texture stretches depending on the original image and not the geometry(!) I am trying to create a baking uvs and the stretching is not allowing me to create non-stretched uvs.

Any ideas?

enter image description here

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    $\begingroup$ Your plane should have uneven scale. $\endgroup$
    – Crantisz
    Jun 24 at 14:54
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    $\begingroup$ Nope, it is another reason. Let me write the answer $\endgroup$
    – Crantisz
    Jun 24 at 14:56
  • $\begingroup$ I know it is uneven, but this is why I am asking this question - when using uneven scale image the uv get stretched, I would like to bake the uneven texture but use uvs that are unaffected by the texture rather by the geometry if it makes sense... $\endgroup$
    – Ebi
    Jun 24 at 15:04

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You have selected an image in the shader nodes. Which is going to be active in this case.

enter image description here

The image has uneven scale, and Blender takes into account the aspect ratio of this image, then generating the UV.

enter image description here

If you add a new image with 1:1 aspect ratio, Blender will create a square UV.

enter image description here

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  • $\begingroup$ Not good for me as I need to bake an uneven texture, but I guess you are right.. If I am adding an image node and make it 1:1 it unwraps okay. $\endgroup$
    – Ebi
    Jun 24 at 15:06

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