[HOU-1906] Proxy Texture Mapping GPU

Hello,

I’ve made a proxy from a geometry that has UVs and a material. On import the proxy is only geometry, which I’m expecting. The problem is that I cannot add UVs to the proxy in Houdini in order to correctly add the material to it again.

I’ve tried adding UV Texture Mapping in the material, which works for CPU, but not for GPU.

Am I missing something?

Ash

Vray Proxy stores UVs, but when you load the exported vray proxy back, you need to assign you material again.

If you want to import geo+material together, you can use vrscene for that. Just create vray rop, force only that single object to render, with no lights and set the rop to EXPORT mode. That will save the object to vrscene, including materials. Then just import back with vrscene node.

Hello @Ashcic , V-Ray proxy is a “ready to render” format which does not allow modification in it’s content, that’s why adding a UVs after import not working. If you want to modify the content of a proxy you should first toggle “Expand primitives” in “Main” tab and switch “Preview type” to “Full Geometry” and unpack SOP after, this will bring the actual geometry into the scene as a mesh. I just find an issue where uvs are not expanded after unpacking the proxy. But uv transformation in materials are working on CPU and GPU. Can you be more specific about your OS, Houdini and V-Ray build so I can test it here, or send me a scene where uv transformation in material are not working in GPU.

Can you also upload an render from Rhino so I can see what you are trying to achieve.

@Ashcic , could you send me rhino file so me and colleagues from V-Ray for Rhino team check your Rhino setup and find a way to reproduce it in Houdini? Here or at georgy.chakarov@chaosgroup.com.

Hello again @Ashcic , with the help of my colleagues from V-Ray for Rhino team we found why proxy is mapped wrongly when rendered in Houdini. Rhino uses uv indexes for mapping channels, so you need to use “V-Ray UV Channel Index” in Houdini with channel index 1. Otherwise uvs of the vrmesh can’t be handled.

Thanks Georgy!

It worked like a charm. I used the UV Channel index to set the UVs in the material, and it came out perfectly.