Since 22.0

The glTF 2.0 SOP loads a glTF file and translates the scene, node, mesh, mesh primitive, or material into a geometry representation.

See glTF format for more information.

Note

See Import and Export GLTF for an overview of importing and exporting glTF files to and from Houdini.

glTF Property or Extension

Supported

Notes

Scene

The glTF scene specified by the Scene ID parameter will be imported when Load is set to Scene. The way that the scene is imported depends on how the node’s parameters have been configured. By default, each node will be imported as a packed primitive with its position in the scene’s node hierarchy encoded by a path stored in the path attribute. The transform of each packed primitive will be set to the world space transform of the glTF node.

When Import Node Geometry As is set to Flattened Geometry, the world space transform of a node will be baked into the point positions of the mesh assigned to that node.

And lastly, when Enable Path Attribute is toggled off, world space transforms will still be applied but there will be no way to decode where a node was in the glTF scene hierarchy.

Node

The glTF node specified by the Node ID parameter will be imported when Load is set to Node. By default, any geometry associated with the node will be imported as a packed primitive with its transform set to the world space transform of the glTF node. When Import Node Geometry As is set to Flattened Geometry, the world space transform of the node will be baked into the point positions of any imported geometry.

glTF nodes will also be imported when importing by Scene.

Mesh

The glTF mesh specified by the Mesh ID parameter will be imported when Load is set to Mesh.

glTF meshes will also be imported when importing by Scene or Node.

Mesh Primitive (Points)

Mesh primitives of mode POINTS are supported and will be imported. Mesh primitives with an unsupported mode will be ignored.

Mesh Primitive (Lines)

Mesh primitives of mode LINES are supported and will be imported. Mesh primitives with an unsupported mode will be ignored.

Mesh Primitive (Triangles)

Mesh primitives of mode TRIANGLES are supported and will be imported. Mesh primitives with an unsupported mode will be ignored.

Camera

Cameras will be imported as a SOP camera primitive.

Skin

-

Morph Target

-

Animation (Transform Target)

Animations that target the transform properties of nodes in the scene will be imported and applied. When importing animations, Import Node Geometry As must be set to Packed Primitives, because the importer will apply each node transform animation channel to the transform of its corresponding packed primitive in Houdini.

Animation (Weight Target)

-

Material

Materials are imported by making a material assignment to the geometry with the shop_materialpath attribute and then overloading its parameter values with the material_overrides attribute. In order to make the material assignment, a valid material node of a supported type must be specified by the Material Node parameter. To use the viewport shader, the Material Node parameter can be set to “.”.

Texture

Textures associated with a material will be imported.

Note

Currently only external image files can be imported. Images embedded in the glTF file as binary will not import.

KHR_draco_mesh_compression Extension

Meshes compressed with Draco will be decoded and imported in the same manner as a standard mesh.

KHR_lights_punctual Extension

-

Parameters

Import Controls

GLTF File

The path to the glTF file imports into SOPs.

As per the glTF standard, glTF files with either a .gltf extension or .glb extension are supported.

Reload

When clicked, completely reloads glTF.

Note

This is useful if you're editing the specified glTF file in another program and want to import any changes made on disk into Houdini.

Load

Selects what type of glTF property to load.

Scene

Loads an entire glTF scene including nodes, meshes, materials, and animations.

Node

Loads a single glTF node.

Mesh

Loads a glTF mesh and all its associated mesh primitives.

Primitive

Loads a single glTF mesh primitive.

Material

Loads a glTF material and imports its properties into the material_override attribute. Allows the user to bake the material to a VOP node.

Scene ID

Selects the scene to import when Load is set to Scene.

Scene Name

Displays the loaded scene’s name if the gltf_scene_name attribute exists.

Node ID

Selects the node to import when Load is set to Node.

Node Name

Displays the loaded node’s name if the gltf_node_name attribute exists.

Mesh ID

Selects the mesh to import when Load is set to Mesh or specifies the source mesh when Load is set to Primitive.

Mesh Name

Displays the loaded mesh’s name if the gltf_mesh_name attribute exists.

Primitive ID

Selects the mesh primitive to import when Load is set to Primitive.

Material ID

Selects the material to import when Load is set to Material.

Material Name

Displays the loaded material’s name if the gltf_material_name attribute exists.

Import Node Geometry As

Chooses how node geometry (meshes) will be imported into SOPs.

Packed Primitive

The mesh will be imported as a packed primitive and the world-space transform of the source glTF node will be applied to the packed primitive.

Flattened Geometry

The mesh will be imported and merged into the output geometry detail. To facilitate this, the importer will bake the world-space transform of the source glTF node into the mesh point positions.

Import Material As

When Load is set to Material, chooses which shader type a glTF material will be imported as.

Mtlx glTF Material

The glTF material properties will be translated to Mtlx glTF Material node parameters.

Principled Shader

The glTF material properties will be translated to Principled Shader node parameters.

Output Matnet

Selects the material network where materials will be baked to.

Bake Material

Bakes an imported material. A VOP node corresponding to the chosen shader type (Import Material As parameter) will be created and all of its parameters will be set using the values from the material_override attribute.

Enable Material Import

Turns on material importing.

Material Node

Chooses the material node to set imported geometry’s shop_materialpath attribute if the glTF mesh being imported has a material assignment. The importer will create a corresponding material_override attribute based on the type of the node selected.

When set to ., the viewport shader will be used instead of assigning a material to the imported geometry.

glTF 2.0 supports Principled Shader materials and Mtlx glTF materials.

Enable Path Attrib

When on, creates a primitive path attribute that stores a representation of the scene hierarchy of the primitive’s source glTF node.

Path Attrib

The name of the primitive attribute to create and use when Enable Path Attrib is on.

Import glTF Property Names

When on, imports glTF property names and stores them as attributes on the imported geometry.

Import Extras

When on, import the extras property for supported glTF property types and store them as dictionary attributes on the imported geometry.

Import Application Specific Attributes

When on, imports application-specific attributes and store them as attributes on the imported geometry. As per the glTF standard, application-specific attributes are prefixed with _, which will be preserved in the SOP attribute names.

Import Animations

Turns on the importing of animations.

Animation Import Method

Chooses how animations will be imported.

Automatic

All animations applicable to the imported scene or node will be imported and applied.

Manual

Only the animations specified in the Animations parameter will be imported.

Animations

The number of animations and the IDs of the animations to import when Animation Import Method is set to Manual.

Attribute Configuration

Import Animation Names

Turn on the importing of names for glTF animation properties.

Animation Name Attribute

The name of the attribute to store animation names to.

Import Mesh Names

Turns on the importing of names for glTF mesh properties.

Mesh Name Attribute

The name of the attribute to store mesh names.

Import Node Names

Turns on the importing of names for glTF node properties.

Node Name Attribute

The name of the attribute to store node names to.

Import Scene Names

Turns on the importing of names for glTF scene properties.

Scene Name Attribute

The name of the attribute to store scene names to.

Import Material Names

Turns on the importing of names for glTF material properties.

Material Name Attribute

The name of the attribute to store material names to.

Extensions

Ignore Unsupported Required Extensions

When on, the node will not raise an error if the glTF file being imported has required extensions that are not supported by the importer. This can result in incorrect or unusual behaviour. However, this can be useful when a material related extension is marked as required by the file but can safely be ignored by the importer.

Extenions to Ignore

A space separated list of extensions to ignore. The names must match the extension names exactly.

Geometry nodes