The glTF ROP can export your scene as a GLTF file. See the following link for further information about the glTF format.
See the following link for an overview of importing and exporting GLTF files to and from Houdini.
The glTF ROP can do the following:
Export lights via the
Export mesh names and node names.
Export Object-level Null nodes as glTF Null nodes.
Export Object-level transform animations.
Export SOP animations to glTF, including packed primitives and instances.
Support ambient occlusion textures.
Support frame ranges and takes.
Optimize exported file sizes for geometry that requires point splitting.
Create intermediate directories.
Maintain the vertex order if the mesh being exported only has one glTF primitive.
Culls empty geometry nodes when the Cull Empty Node parameter is turned on.
Preserves the original textures specified on the material when the Texture Source parameter is set to Copy Original Textures.
Preserves the original file formats of material textures when the Texture Format parameter is set to Original Format or PNG or Original Format or JPEG.
Supports connecting inputs to the node to create a dependency graph.
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.
The path of the file to generate. The extension determines the type of file to generate.
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
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.
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.
Textures will be exported as PNGs.
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.
The level of compression to apply to outputted textures. Only applies to lossy image formats.
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.
Specifies that the objects that match the names or patterns of this parameter should always appear in the scene, even if their display flag is off. This only applies to an Object Source.
This overrides the Objects and Exclude Objects parameters.
Do not include objects in the scene if they match the names or patterns given by this parameter. This overrides the Objects parameter and only applies to an Object Source.
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.
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 Mesh Names
When this option is enabled, mesh names will be exported to the GLTF mesh name fields. The Mesh Names Source parameter controls the naming of the mesh.
Mesh Names Source
The GLTF mesh name will be assigned the name of the SOP node of the exported mesh.
The GLTF mesh name will be assigned the name stored in the attribute specified by the Mesh Name Attribute parameter. It can be any type of attribute, but it must have a consistent value.
Mesh Name Attribute
The name of the attribute that contains the mesh name’s value.
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).
Include camera objects matching the Objects pattern/bundle in the glTF scene.
Include light objects matching the Objects pattern/bundle in the glTF scene.