Bring your work
From Houdini
Export geometry, Principled Shader materials, cameras, lights and animation from Houdini as GLB, including deforming meshes and KineFX characters.
Choose the right node
Houdini exports glTF with output nodes, called ROPs. Pick the one that fits your scene:
| Node | Use it for |
|---|---|
| ROP GLTF 2.0 | Object networks and SOPs: geometry, materials, cameras, lights and moving objects. The newest exporter |
| ROP GLTF | The same, plus deforming meshes and their morph animation |
| ROP GLTF Character | KineFX rigged characters, with their skin and skeleton |
Export a GLB
- In the out context, create the ROP that fits your scene from the table above.
- Point it at the objects or SOP you want to export.
- Set the output file name to end in
.glb, so everything travels in one file. - For animation, set the frame range to cover your shot.
- Press Render on the node, then drag the
.glbfile onto the render in Auddomate.
Materials
The Principled Shader exports its core physically based properties to glTF: base color, metallic and roughness, normal maps, emission and transparency. Auddomate reads all of these. See Materials for how each comes across.
Materials are picked up from your geometry's material assignments. For see-through materials, add the glTF Alpha Mode and glTF Alpha Cutoff render properties to the Principled Shader: use the gear menu, choose Edit Rendering Parameters, and find them under Material Options → glTF.
Karma and Mantra shading networks, VEX shaders and procedural textures can't be exported as they are. Bake them to image textures first.
Animation, deformation and characters
- Moving objects and cameras export as keyframed transforms.
- Deforming geometry, like a simulation or a cloth, can be exported by ROP GLTF as morph targets, one per frame, with an animation that blends between them. The point count must stay the same on every frame. Auddomate plays these back as morphs.
- KineFX characters export with ROP GLTF Character, with their skin and skeleton. Auddomate reads up to four bone influences per point, the glTF standard.
Lights
Point, spot and directional lights export to glTF and come into Auddomate as lights from your file. Area lights and environment lights don't exist in glTF; for soft light, use a glowing surface or one of Auddomate's skies.
Units
glTF is always in metres, and so is Houdini's default scene, so your model usually arrives at its real size. If you model at a different scale, scale it to metres before exporting, so depth of field behaves as you expect.