(open)[HOU-4987] Bercon Wood Issue in Solaris

Hi, I hope you’re all doing well.

I noticed that Bercon wood does not work correctly in Solaris

When using a uv project node to define the grain direction it just stretches the texture, whereas in the usual obj network it maps correctly.

I’ve attached a scene as well as some screenshot illustrating the difference.
Can this be fixed?

Thanks very much




BerconWood_Solaris_vs_Obj.zip (85.2 KB)

Any idea if this can be fixed?

Hello @chadstevens , sorry for late reply. I’ve reproduced the issue and reported it. Will write here once it is fixed.

That’s great, thanks very much.

If it does get fixed in the Nightlies, please let me know as I’d like to use this feature asap. Thank you very much.

Hello, I’m just checking if this can be fixed in a nightly, it’s really a big problem for me at the moment.

Thank you.

Hi @chadstevens Thank you for your interest. We will make sure to contact you once the issue has been resolved.

Okay, I managed to figure out why this doesn’t work in Solaris, so for anyone else who runs into the same issue:

Solaris imports the standard uv attribute as st, which is a 2-component texture coordinate. Because of that, the w component is lost on import.

The workaround is to rename your 3D UVW attribute to something custom, for example uvw, wooduvw, or test. This prevents Solaris from converting it to st.

Then, in the V-Ray material, set the named UV channel/attribute to your custom attribute name. The w component is preserved and the mapping works as expected.