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Applications  ›  Houdini

All your assets, ready to render in Houdini

Drop a model from any source: Everything wires its textures on its own and writes a .hip scene for Karma, Arnold or V-Ray. AssetBrowser places it in your scene, Animated brings the vegetation to life.

64-bit Windows · free account · one free trial export

The three applications in Houdini

The exported asset enters the scene with its materials, then Karma XPU renders it in the viewport.

EverythingConvert

Drop the asset, get back a scene ready to render.

  • Every source Megascans, KitBash3D, Poly Haven, Sketchfab: a folder, an archive or a link is enough.
  • Maps wired automatically Every texture is recognized and connected to the right material channel, displacement included.
  • A native shader for each renderer Karma, Arnold, V-Ray, Cycles or EEVEE: a true native material, not a generic one.
In Houdini

One .hip scene per renderer, Arnold or V-Ray, materials assigned and textures connected. For Solaris, a USD component with its MaterialX, Arnold and V-Ray materials, levels of detail for the textures and a lightweight proxy.

Libraries open as cards in the panel; a tile dragged into the viewport lands under the cursor.

AssetBrowserOrganize and place

Your libraries one drag away from the scene.

  • Your libraries as posters All your sources gathered in one panel, with instant search.
  • Drag it, it’s placed The asset follows the mouse and lands on the surface you aim at, materials included.
  • HDRIs and materials in one gesture An HDRI becomes the scene lighting, a material dropped on an object shades it.
In Houdini

The panel opens from the Windows ▸ AssetBrowser menu or the shelf. A tile dragged into the network lands at the origin, into the 3D view under the cursor, and a material dropped onto an object shades it.

A plant from the loft, animated by Animated, rendered with Karma XPU.

AnimatedAnimate

Wind that brings your trees and plants to life.

  • A computed skeleton Animated reads the geometry and builds the rig by itself: no manual rigging.
  • Physical wind From calm to storm, realistic wind forces in a perfect loop.
  • Ready for your scene Export as an animated USD component or as Alembic, materials intact.
In Houdini

Your trees and plants get a calculated skeleton and wind, from calm to storm. The export goes out as an animated USD component, or as Alembic with a .hip scene and its materials.

No other tool does this

Everything reads any asset, wherever it comes from, recognizes each of its textures and plugs it into the right material channel on its own. Then it writes the result in the format and for the renderer you choose. What you used to redo by hand for every asset now takes a single drop.

  1. Any asset

    A folder exactly as it was downloaded, an archive, a 3D file or just a Sketchfab link. Megascans, KitBash3D, Maxtree, Poly Haven, Textures.com: every source organizes its files its own way, and Everything finds its way around all of them.

    • Downloaded folder
    • .zip archive
    • FBX
    • OBJ
    • glTF
    • USD
    • Alembic
    • .blend
    • Sketchfab link
  2. Maps plugged in automatically

    Each texture is recognized by its name and wired to the right channel. A glossiness map becomes roughness, a DirectX normal map is corrected, height goes to displacement.

    • Base color
    • Roughness
    • Metalness
    • Normal
    • Displacement
    • Opacity
    • Translucency
    • Emission
    • Occlusion
  3. The format of your choice

    A native Houdini, Maya, 3ds Max or Blender scene, a USD component with its MaterialX materials, or the geometry as Alembic, FBX, OBJ and glTF, with V-Ray and Arnold proxies for heavy scenes.

    • .hip
    • .mb
    • .max
    • .blend
    • USD
    • MaterialX
    • Alembic
    • FBX
    • OBJ
    • glTF
    • .vrmesh
    • .ass

A native material for every renderer

Everything writes each material in its renderer’s own language: a real native shader, not a generic material you have to fix. The same asset comes out ready for Karma, Arnold, V-Ray, Cycles and EEVEE.

  • Karma

    Houdini

    In this software

    In Solaris, a USD component with its MaterialX materials, rendered by Karma XPU and Karma CPU alike.

  • Arnold

    Houdini · Maya · 3ds Max

    In this software

    Assigned Arnold Standard Surface materials, plus .ass standins to lighten big scenes.

  • V-Ray

    Houdini · Maya · 3ds Max

    In this software

    Assigned VRayMtl materials, plus .vrmesh proxies for forests and whole sets.

  • Cycles

    Blender

    Principled BSDF materials with their textures wired, ready for production rendering.

  • EEVEE

    Blender

    The same materials in real time, for layout and quick renders.

From download to render

See the steps
  1. Download a model from Quixel Megascans, Maxtree, KitBash3D or Sketchfab, or use one of your own folders.

  2. Drop the folder into Everything as it arrived, textures included.

  3. Choose the delivery: Houdini scenes for Arnold or V-Ray, a USD component, geometry or render proxies.

  4. Mount the output folder in AssetBrowser: it becomes a library, with nothing copied or moved.

  5. Drag the tile into Houdini: the asset lands with its materials, ready to render.

  6. For vegetation, Animated calculates the skeleton and exports the wind with the Everything package materials.

Install the panel in Houdini

See the steps
  1. Create a free account and download the CGfield launcher for Windows.

  2. In the launcher, install Everything, AssetBrowser and Animated.

  3. In AssetBrowser, click “Connect an application” then choose Houdini. Nothing is copied into Houdini: a configuration file points to the panel.

  4. Restart Houdini: the panel opens from the Windows ▸ AssetBrowser menu or the shelf.

To write .hip scenes, Everything needs Houdini on the machine, and Arnold or V-Ray inside Houdini for those renderers.

Do you work in other software?

The same libraries work in Houdini, Maya, 3ds Max and Blender.

Work with your own assets

Install CGfield to use all three apps on your computer.