QUOTE(rueter @ 11/16/06, 02:19 PM) [snapback]252549[/snapback]
I put together a really basic tutorial on how to use the STMap or IDistort to texture an object based on it's UV data. It's kinda simple but might gives you a better idea. It's probably what Michael was talking about.
Maybe others are willing to share some workflow ideas as well?!
This site needs a few more tutorials anyway 
http://www.fxshare.com/nuke/tutorials/gene...rkflow/292.html
cheers,
frank
Frank, thanks for posting your tutorial. Was the UV pass from prMan, ie. is this why the uv channels were in green and blue?
Yes this is the basic technique I was talking about, but you can substitute the UV render for a bent normal render to remap an environment image. I believe that the image has to be in mirrorball format, or it may be OK in spherical format, either way, when you know, you can change one to the other by using the environment map node. Also you have to blur the hell out of it to mimic a diffuse surface.
There is more info on this if you download the Siggraph paper "Lumo: Illumination for Cel Animation" by Scott F. Johnston
I could possibly do a tutorial but it's not that different from what Frank has done.
Cheers
Michael