| On this page |
glTF Specification ¶
Houdini’s glTF importers and exporters adhere to the glTF 2.0 specification.
Nodes ¶
Note
As of Houdini 22.0, glTF support in Houdini is built on a new underlying GLTF library. Because the process of migrating nodes to the new GLTF library is still on-going, the list of nodes and the glTF feature support chart below will contain both the original GLTF nodes built on the Houdini GLTF 1.0 library and the new GLTF nodes built on the Houdini GLTF 2.0 library.
Use the following Houdini GLTF 1.0 nodes to import or export glTF data:
|
Imports a |
|
Imports geometry from a |
|
Exports geometry at the SOP-level to a |
|
Exports a rigged character at the SOP-level to a |
|
|
Exports a rigged character at the SOP-level (KineFX) to a |
|
Exports a scene, an Object, or a SOP to a |
Use the following Houdini GLTF 2.0 nodes to import or export glTF data:
|
Imports geometry from a |
|
Imports a rigged character from a |
|
|
Imports a glTF skin from a |
|
Imports a glTF animation that specifically targets a glTF skeleton/joint hierarchy from a |
|
|
Exports geometry from a SOP network to a |
|
Exports a an Object network or a SOP node to a |
Supported glTF Features ¶
The follow table can be referenced to determine which features of the glTF specification are supported by which Houdini GLTF nodes.
| Exporters | Importers | ||||||
| glTF Property or Extension | ROP GLTF | SOP GLTF | |||||
| Scene | |||||||
| Node | |||||||
| Mesh | |||||||
| Mesh Primitive (Points) | |||||||
| Mesh Primitive (Lines) | |||||||
| Mesh Primitive (Triangles) | |||||||
| Camera | |||||||
| Skin | |||||||
| Morph Target | |||||||
| Animation (Transform Target) | |||||||
| Animation (Weight Target) | |||||||
| Material | |||||||
| Texture | |||||||
| KHR_draco_mesh_compression Extension | |||||||
| KHR_lights_punctual Extension | |||||||
Materials ¶
Materials are imported and exported different ways depending on the GLTF node.
-
GLTF Hierarchy imports materials by creating Principled Shader nodes in a Material Network and setting the values of the parameters.
-
SOP GLTF 2.0 imports glTF materials by using the
material_overridesattribute. A SOP node cannot create other nodes during its cook, which makes this node limited to importing materials using thematerial_overrideattribute. It’s still flexible because it allows every mesh primitive that is imported to have its own material assignment. This is possible because thematerial_overridesattribute is a primitive attribute. If you want to persist an imported material in the Houdini scene, SOP GLTF 2.0 has the ability to bake materials to a material network. -
SOP GLTF Character Input imports materials in the same manner as SOP GLTF 2.0 but does not have the option to bake materials. If you need to bake materials out, use the SOP GLTF 2.0 node.
-
ROP GLTF 2.0 exports any materials assigned to geometry via the
shop_materialpathattribute that the exporter discovers in the course of exporting the scene.
Supported Material Features ¶
The following table can be referenced to determine which glTF features and extensions are supported by each of the shader types that are supported by Houdini GLTF.
Note
This chart only applies to nodes built with Houdini GLTF 2.0.
glTF Property or Extension |
Supported with Viewport Shader |
Supported with Principled Shader |
Supported with Mtlx Gltf Material Shader |
baseColorFactor (PBR Metallic Roughness) |
|
|
|
baseColorTexture (PBR Metallic Roughness) |
|
|
|
metallicFactor (PBR Metallic Roughness) |
|
|
|
roughnessFactor (PBR Metallic Roughness) |
|
|
|
metallicRoughnessTexture (PBR Metallic Roughness) |
|
|
|
normalTexture |
|
|
|
occlusionTexture |
|
|
|
emissiveTexture |
|
|
|
emissiveFactor |
|
|
|
alphaMode |
|
|
|
alphaCutoff |
|
|
|
doubleSided |
|
|
|
KHR_materials_emissive_strength |
|
|
|
KHR_materials_ior |
|
|
|
KHR_materials_specular |
|
|
|
KHR_materials_transmission |
|
|
|
Controlling Alpha Blend Export on Principled Shader ¶
When exporting a Principled Shader material, the alpha blend mode in the exported material can only be defined by adding extra render properties to your Principled Shader node.
-
Select the Principled Shader VOP node in your material.
-
In the parameter editor, open the
Gear menu and choose Edit Rendering Parameters.
-
In the Render Properties tree, find Material Options, then glTF folder.
-
Drag the glTF Alpha Mode and glTF Alpha Cutoff properties from the glTF folder into the node’s Existing Parameters tree.
-
Click Apply.
You can then use the newly added parameters to control the alpha blend mode and alpha cutoff of the exported glTF material.