In this example, It appears that the center of the U component of the UV is not resolving to the center of the polygon. The uv interpolation problem seems to be in both vulkan viewport and in Karma renders, and exists when the polygon is a quad or triangulated.
The docs page that discusses primitive spaces [www.sidefx.com] indicates:
"non-convex quads will usually still be treated as bilinear patches"
This seems to be occurring, though in the above example each point is on the same plane.
There are some ways to reduce it that have undesirable externalizes. Subdividing the surface does diminish the effect by making the quads smaller, but it requires a huge increase in poly count. (Which I'd like to avoid.) Using a UV project will remove the distortion, though in my case I'd like to map a full image to the polygon to have a consistent texture along the edges. Triangulating the quads will at least make the render consistent with the viewport, but it doesn't help the distortion.
There is evidence that Houdini does understand the uv space correctly when using uvsample, as here the line of points is straight as expected, but by default textures themselves appear to be using a different method to sample the UVs.
Any insight on this behavior how this could avoided?

