Since 17.0

The glTF SOP can load geometry and flattened hierarchy data from a glTF file. See the following link for further information about the glTF format.

Parameters

File Name

Load this glTF file. The loading method depends on the extension of the file loaded.

Files with a .glb extension are treated as binary GLB files.

Files with a .gltf extension are treated as normal JSON data.

Load By

Use this type of glTF object to use as the root of the imported data.

Primitive

Load the geometry from the selected primitive. Transforms or names are not preserved.

Node

Load the geometry from the selected node. Hierarchy, names, and transforms are represented as packed primitives.

Scene

Load the geometry from the selected scene. Hierarchy, names, and transforms are represented as packed primitives.

Mesh ID

Load geometry data from the mesh at this index of the glTF mesh array.

Primitive Index

Load geometry data from the primitive at this index of the mesh’s primitive array.

Root Node

Load the node at this index of the glTF node array. Additionally, load all descendant nodes.

Scene

Load all nodes in the scene at this index of the glTF scene array.

Geometry Type

Store glTF geometry data in this type of object.

Flattened Geometry

Store the geometry as flat Houdini geometry. Transforms and hierarchy are baked in and not stored. Names are represented by primitive attributes and are only stored for meshes, not internal nodes.

Packed Primitive

Load the geometry as a hierarchy of packed primitives. Hierarchy, names, and transforms are represented as attributes on the packed primitives.

Promote Point Attributes To Vertex

Promote all point attributes (excluding P) to vertex attributes.

Points Merge Distance

When Promote Point Attributes To Vertex is enabled, points within this distance to each other will be merged.

Import Custom Attributes

Enable this option to load all custom attributes from imported primitives.

Custom attributes in glTF are prefixed with an underscore _, which will be stripped during the import process.

Import Names

Assigns node, scene, and mesh names as attributes on the imported geometry.

The scene name is assigned to the scene_name detail attribute.

Node and mesh names are assigned to the name attribute on imported packed primitives.

Import Material Assignments

Assigns materials as primitive attributes to the imported geometry.

Assignments point to the ../../materials/ path.

If the material name is unique, the assigned material name will simply be the name of the glTF material. When the name is non_unique, the name will be of the format Material_i, where i is the index of the material in the glTF global materials array. If the material is nameless, the name will simply be _i, where i is again the index.

Add Path Attribute

When this toggle is enabled, a primitive attribute will be added to the geometry which records the GLTF node hierarchy for each primitive.

Path Attribute

This parameter controls the name of the primitive attribute when Add Path Attribute is enabled.

Geometry nodes