Since 17.0

The glTF ROP can export your scene as a GLTF file. See the following link for further information about the glTF format.


Render to Disk

Begins the render with the last render control settings.


Opens the render control dialog to allow adjustments of the render parameters before rendering.

File Name

The path of the file to generate. The extension determines the type of file to generate.

A path with a .glb extension generates a single binary GLB file and stores all resources internally.

A path with a .gltf extension may store some resources externally. Exported resources are stored in the same folder as the file and are referenced relatively.

Texture Format

Save all images and textures using this file format.

Max Texture Resolution

If any texture is larger than this resolution then downsize it to this resolution. Useful for quickly reducing file size.

Texture Quality

Root Object

The root object of the scene. All objects contained under this node will be included in the glTF scene.


A pattern/bundle of objects to include in the glTF scene.

Flip Normal Map Y

Invert the y-coordinate on the normal texture map for each exported mesh. glTF’s orientation expects an upwards facing y-axis.

Save All Non-Displayed (Hidden) Objects

If this checkbox is turned on, hidden objects matching the Objects pattern/bundle will also written to the glTF scene.

Export Custom Attributes

If this checkbox is turned off, only attributes defined in the glTF standard are exported.

Otherwise, all public attributes are exported.

Attributes are exported with their original types when possible. However, glTF allows a maximum of 32 bits for floats and integers. Integers are also required to be unsigned.

Attempting to export a datatypes larger than this will narrow the type and print a warning.

Exported custom attribute names are the original names plus an _ (underscore) prefix.

As glTF only supports point attributes, name collisions will be resolved using the normal attribute resolution order.

Export Node Names

This assigns Houdini node names to the name field of glTF objects.

In addition, the name attribute on packed primitives will be exported.

Names are assigned to materials, transformation nodes and geometry.

Export Materials

Enabling this option exports Principled Shader materials.

Materials are exported as a combination of emissive maps, normal maps, and PBRMetallicRoughness materials.

All associated textures and images used by the material are exported alongside the material.

Some Principled Shader options such as ambient occlusion and subsurface scattering are not exported.

Materials that do not use the Principled Shader will be ignored.

Cull Empty Nodes

Enabling this will cause any Object node which has no descendents containing geometry to be ignored.

Rescale Texture as Power of Two

This will rescale exported images so that the final image has dimensions which are powers of two (eg. 512×1024, 2048×2048).

This is required by some low-spec glTF implementations as well as WebGL implementations in older browsers.

Render nodes

  • Agent

    This output operator is used to write agent definition files.

  • Alembic

  • Archive Generator

    Generates disk-based archives which can be used by either mantra or RIB renderers.

  • Bake Animation

    Bakes animation from object transforms and CHOP overrides.

  • Bake Texture

    Generates a texture map from one or more objects' rendered appearance.

  • Batch

    Renders the input ROP in a single batch job.

  • Brick Map Generator

    Allows you to convert Houdini volume primitives into Pixar brickmap files.

  • Channel

    The Channel output operator generates clip files from a particular CHOP.

  • Composite

    The Composite output operator renders the image(s) produced in the Compositing Editor.

  • DSM Merge

    Merges two or more deep shadow/camera map files.

  • Dynamics

    Saves the state of a DOP network simulation into files.

  • Fetch

    Makes a dependency link to a ROP in a different network.

  • Filmbox FBX

    Exports entire scenes to FBX files.

  • Filmbox FBX Animation

    Export animation from geometry-based skeleton to an FBX file.

  • Filmbox FBX Character

    Export a skinned character with geometry-based skeleton to an FBX file.

  • Frame Container

    Prevents frame dependency changes in the contained nodes from affecting its inputs.

  • Frame Depedency

    Allows an output frame to depend on one or more input frames.

  • Geometry

    Generates geometry files from a SOP or DOP network.

  • HQueue Render

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • HQueue Simulation

    HQueue, or Houdini Queue, is a distributed job scheduling system.

  • Hair Card Texture

    Renders hair textures for use on hair cards.

  • Karma

    Renders the USD scene using Houdini’s Karma renderer (Beta).

  • Labs 3D Facebook Image

    Quickly render a 3D scene to a 2.5D image that can be uploaded to Facebook.

  • Labs Marmoset ROP

    The Marmoset ROP allows you to quickly generate an mview inside Houdini

  • Labs Motion Vectors

    Convert volume or point velocities to texture space motion vectors for a sequence.

  • Labs Niagara ROP

    Export point caches to be used with Unreal’s Niagara particle system.

  • Labs Sketchfab

    Uploads geometry to Sketchfab

  • Labs Texture Sheets

    Render an image sequence and assemble it as a single sheet (subUv, flipbook)

  • Labs Vertex Animation Textures

    The Vertex Animation Textures ROP will export a mesh and textures to be used with a realtime material that can playback complex animations for cloth, rigid body destruction, fluids and particles.

  • Labs Vertex Animation Textures

    The Vertex Animation Textures ROP will export a mesh and textures to be used with a realtime material that can playback complex animations for cloth, rigid body destruction, fluids and particles.

  • Labs Vertex Animation Textures

    The Vertex Animation Textures ROP will export a mesh and a set of textures to be used with a shader for complex real-time effects, such as: soft-body deformation, rigid-body dynamics, dynamically remeshed geometries, and particle sprites.

  • MDD Point Cache

    This output operator is used to write an MDD animation file.

  • Mantra

    Renders the scene using Houdini’s standard mantra renderer and generates IFD files.

  • Mantra Archive

    Generates disk-based archives which can be used by mantra.

  • Merge

    Merges several render dependencies into one.

  • Net Barrier

    Blocks the ROP network until synchronization occurs.

  • Null

    Does nothing.

  • OpenGL

    Render an image using the hardware-accelerated 3D viewport renderer.

  • Pre Post

    Renders ROPs before and after a main job.

  • Render nodes

    Render nodes either render the scene or set up render dependency networks.

  • Shell

    Runs an external command.

  • Subnetwork

    The SubNetwork output operator provides an easy way to manage large number of output operators.

  • Switch

    Renders one of several inputs.

  • Tractor

    Tractor is a program shipped out with Pixar’s distribution of RenderMan.

  • USD

    Renders a LOP network out to one or more USD files. This node is available as render node or as a LOP.

  • USD Render

    Renders an output image from the stage generated by a LOP network.

  • USD Stitch

    Merges USD files representing individual frames by composing them.

  • USD Stitch Clips

    Merges multiple value clips representing individual frames.

  • USD Zip

    Assembles USDZ archive files from existing USD files.

  • Wedge

    Re-renders the same ROP multiple times with different settings

  • Wren

    This output operator is used to drive the Wren rendering program.

  • glTF

  • glTF