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.

The glTF ROP can do the following:

Parameters

Render to Disk

Begins the render with the last render control settings.

Controls…

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.

Export Type

The file format to export.

Detect from Filename: File format is dependent on the extension in File Name.

glTF: Export as a file with .gltf format and store some resources externally.

glb: Export as a single binary file with .glb format.

Texture Source

Controls the origin of textures that are included in the exported GLTF file.

Export from Material

New texture images will be exported based on the parameters of the material shader and parameters on the GLTF output node.

Copy Original Textures

Any supported texture images specified in the material shader will be copied directly to the exported GLTF file, preserving the exact images that were used to build the material.

Texture Format

Controls the file format of exported material textures.

Original Format or PNG

Textures will be exported in their original formats or as a PNG if a texture’s format is not specified or is unsupported by GLTF.

Original Format or JPEG

Textures will be exported in their original formats or as a JPEG if a texture’s format is not specified or is unsupported by GLTF.

PNG

Textures will be exported as PNGs.

JPEG

Textures will be exported as JPEGs.

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

The level of compression to apply to outputted textures. Only applies to lossy image formats.

Root Object

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

Objects

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.

Export Node Names

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

Export Materials

Enabling this option exports Principled Shader materials.

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).

Export Cameras

Include camera objects matching the Objects pattern/bundle in the glTF scene.

Export Lights

Include light objects matching the Objects pattern/bundle in the glTF scene.

Render nodes

  • Agent

    This output operator is used to write agent definition files.

  • Alembic

    Exports the scene to an Alembic archive. Alembic is a common exchange format for moving geometry and animation between different 3D software packages.

  • 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.

  • GLTF Character

  • 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 non-USD scenes using Houdini’s Karma renderer.

  • Labs 3D Facebook Image

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

  • Labs Flipbook Textures

    Renders, composites, and exports flipbook textures.

  • Labs JSON Exporter

    Export geometry attibutes to a JSON file.

  • Labs Marmoset Export

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

  • Labs Marmoset ROP

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

  • Labs Niagara ROP

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

  • Labs Sketchfab

    Uploads geometry to Sketchfab

  • 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