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Overview ¶
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SideFX Labs tools makes tools related to game development, high-level workflows, and integration with other software.
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SideFX Labs' goal is to develop prototypes that you can test out as quickly as possible.
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SideFX Labs is always looking for feedback from artists to improve our tools.
Install ¶
SideFX Labs Installation Video
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In the shelf, click the button at the end of the tabs, and turn on Shelves ▸ SideFX Labs. This will show the SideFX Labs tab in the shelf set.
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On the SideFX Labs shelf tab, click the Update Toolset tool.
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Open the Release drop-down menu and choose the release to update to.
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Houdini ships with the versions of the Labs tools corresponding to the Houdini version. This version is listed as
(local)
in the menu. You can install this version of the toolset without needing internet access. -
By default, the menu only lists “production” builds, which have been certified to work by SideFX quality assurance. If you want to try the bleeding edge, turn off the Production builds only checkbox to show daily builds in the menu.
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Click Update.
Tip
You can also download the source and release files directly from the Labs GitHub page.
Uninstall ¶
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On the SideFX Labs shelf tab, click the Update Toolset tool.
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Click Uninstall.
Nodes ¶
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Labs 2D Wave Function Collapse
The main WFC node: The solver.
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Quickly render a 3D scene to a 2.5D image that can be uploaded to Facebook.
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Match all features between candidate image pairs using Alicevision.
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Retrieves the depth value of each pixel from the cameras using Alicevision.
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Configure which images to process using Alicevision.
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Creates a dense geometric surface representation of the scene using Alicevision.
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The complete Alicevision photogrammetry pipeline.
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Detects 3D points with position and orientation and calibrate the cameras accordingly using Alicevision.
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Texture the generated mesh using Alicevision.
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Spread a collection of shapes along an axis or grid.
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Imports geometry attributes as image planes using a UV attribute
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Allows you to replace attribute values with others.
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Automatically Generates UV Attributes
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Automatic Trim Texturing node.
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Does a boolean on a polycurve.
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Clip geometry to a resizable box region.
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Viewport interactive boolean for hardsurface modeling.
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Converts low-resolution blockout geometry into detailed buildings using a library of user defined modules.
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Labs Building Generator Utility
Create base modules to use with the building generator, as well as override base module behavior.
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Export geometry attibutes to a CSV file.
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Creates and simulates cables based on curve or geometry input.
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Calculate the slope of a surface by comparing to a direction, and optionally blur and remap the result.
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Vertex Based Thickness Calculation
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Calculate UV distortion of a piece of geometry
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Blends Color data on 2 separate meshes based on common algorithms
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Merges one or more text files into a single file.
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Swizzles Quaternions in order to change rotation spaces
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Reorders Vector Components
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Scatters curves over curves, with many intuitive controls to go from clean geometric branches to organic vines. Duplicates of this sop can be chained together for recursive growth, approximating the look of L-Systems but much more controllable.
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Labs Cut Geometry to Partitions
Cuts up incoming geometry
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Reads in DDS (DirectDraw Surface) Files
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Diffs a variety of geometry, text and image files.
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Project a decal (localized piece of geometry and a texture) onto geometry.
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Removes pieces based on connectivity and size
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Remove light and shadow variation from photogrammetry textures.
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Converts a single mosaic (flipbook/subuv) image into a sequence of sub images based on the frame
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Prepare rigid body simulation results for export, reducing redundant geometry, cleaning normals, cleaning attributes.
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The Detail Mesh SOP allows you to project a so called detail mesh onto template geometry.
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Create a geometry 'skirt' where an object and ground plane intersect, to be used as a soft blend in a game engine.
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Remove edges on flat surfaces.
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Calculates the distance for each point from the nearest unshared edge
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Color sharp edges on geometry
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Adding procedural damage on inputs
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Converts an Edge Group to a Poly Curve
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Smooth an edge-group found in input geometry.
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Allows you to export the UV wireframe for texturing
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Extract curves from Meshes
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Utility SOP to store the filename of a file SOP as its detail attributes to be then used in other SOPs.
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Create an outline of an object projected from either an axis, or from a camera.
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Import an FBX as an archive similar to how the Alembic Archive sop works.
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Filters one or multiple work items by specific attribute values.
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This utility tool sets up a flowmap template on your input geometry.
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The flowmap distortion applied on a texture usable for renders
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The flowmap obstacle SOP allows for easy modifications on the flowmap based on geometry.
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The flowmap SHOP is a GLSL based viewport shader to preview flowmap shaders.
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A high quality realtime preview of a flowmap texture in the Houdini viewport.
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The flowmap to color SOP converts the flowmap data to vertex colors
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Runs Gaea .TOR files from inside Houdini.
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Full Pipeline Node to Take High Res Models to Low Res
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Generate Textures based on a High Poly to Low Poly match
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Labs Generate from Imageplanes
Generates work items based on image planes found in an image
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Sends Houdini Mesh data automatically to Zbrush
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Contains GoZ data sent from Zbrush
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Generates a texture that can be used as a simple resolution checkerboard
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Creates Groups for Inside and Outside corner points
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Converts Attributes to Groups
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Allows for grouping geometry based on properties that can be measured
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The Guide Flowmap modifies a flowmap based on a guide curve.
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Simplifies the process of blending masks together in Heightfields
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Allows you to insert a layer from another heightfield.
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Geometric representation for Houdini icon
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This OBJ sets up a camera rig to be used with the Impostor Texture ROP
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The impostor tool creates texture sheets to fake 3D objects in your game engine.
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Create UV’s for inside faces of Voronoi fractured geometry.
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This tool allows you to run geometry through InstantMeshes and generate a quad mesh.
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The LOD Create SOP allows for easy LOD generation.
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Create and export an LOD Hierarchy as FBX
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Generate lightning effect around meshes
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Divide polygons into panels
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Takes a mesh or volume that is animated and loops them.
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Generates textures bakes from a high resolution to low resolution model at near interactive speeds.
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The Marmoset Export ROP allows you to quickly generate an mview inside Houdini
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Generates material_override attributes per primitive based on the assigned material.
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Consolidates Small UV Islands into Larger Neighbors
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Clips the geometry into multiple submeshes based on a 3d grid pattern
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Makes packed geometry lying on a plane tileable.
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Viewport shader for motion vector textures
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Generate Several Bounding Boxes For the Input Mesh
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Detects what the bone name of the highest skinning weight influence is.
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Export point caches to be used with Unreal’s Niagara particle system.
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Export point caches to be used with Unreal’s Niagara particle system.
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Simple Helper Node to generate the default Normal Color
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A Simple Node That Overlays 2 Normal Maps together
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Convert a Grayscale Image Into a Normal Map
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Invert individual channels on an image
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Adjusts black point, white point, and midrange to increase, balance, or decrease contrast on a Normal Map.
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Rotates a Normal Map while correcting recalculating it’s internal vectors
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Ensures the normal map is balanced in a unit vector
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Import an OBJ File including its materials and textures.
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Generate Buildings from OSM Data
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Isolates Specific OSM Data Layers
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Imports Open Street Map Data
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This is a CVEX based Lens Shader used to generate Impostors.
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Physically Based Viewport Shader
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Import input and output files attached to a work-item in PDG
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Deform geometry along a curve.
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Physics Painter is a SOP that allows users to paint physics objects onto any other object.
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Allows you to interactively place individual objects in a scene.
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Warps a source mesh to match the shape of a target
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Slice polygons into polygons or polylines
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The procedural smoke SOP will generate an animated volume to represent smoke.
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Resamples a curve progressively based on an attribute
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Resamples a curve progressively based on an attribute
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Simple Node to take a triangulated mesh and attempt to collapse the diagonal edges to return the mesh to a quad dominant state
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Creates a quick basic tree
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Generate polystrips on fractured geometry for extra destruction detail in game engines.
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This tool allows for fast export of an RBD Sim to bone based FBX
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This tool removes inside faces for objects that are intersecting.
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Remove UV Distortion tries to reduce UV distortion by inserting new seams
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Quickly Spot Heal a Mesh
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Generate roads from curves or OSM data
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Example HDA from the Rebirth Project to generate Sci Fi Panneling
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SOP Based Baking of Texture Maps
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Simple Interface to Change the Timing of an animation
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Generate a rubber band like rope around an object based on inputs.
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Deforms a mesh based on a sine wave curve
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Uploads geometry to Sketchfab
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Uploads geometry to Sketchfab
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Skinning Converter is a SOP that can convert any non-changing topology deforming mesh sequence into a bone based animation.
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Soften Normals is a convenience SOP that is frequently used to prepare geometry for baking.
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The sphere generator creates a sphere from a cube with UVs and normals.
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Creates a POP Fluid simulation setup for splattering.
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Labs Split Primitives by Normal
Split primitives into separate outputs based on normals
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Create a simple star primitive.
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The Static Fracture SOP takes static geometry data from sop level, and separates them into newly generated geometry containers on object level
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Generate the central curve (straight skeleton) for 2D input shapes.
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Generates a curve based on the internal structure of a mesh
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Orients a mesh based on UP and FRONT groups
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Load Substance Archive (SBSAR) Files into COPs
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Loads a Substance Archive and assigns it as a material
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This tool creates 2D shapes using the superformula equation.
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Sweeps geometry along a curve.
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Clips and mirrors geometry along an axis.
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The terrain layer export SOP exports a heightfield with the correct settings for Unreal.
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The terrain layer import SOP exports a heightfield with the correct settings from Unreal.
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The Terrain Mesh Output allows you to convert the plugged in heightfield into (tiled) geometry.
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The Terrain Texture Output renders image data from a heightfield.
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A scan of Luiz Kruel
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A scan of Paul Ambrosiussen
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Calculates and corrects texel density of an asset.
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Extrudes a mesh along it’s averaged normals
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A GLSL toon shader based on the Guilty Gears GDC 2015 talk
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A GLSL toon shader based on the Guilty Gears GDC 2015 talk
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Generates Curves from Photoshop File Layers
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Generates tree branches
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Manually place tree branches
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Controls other tree nodes
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Generates leaves on branches
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Simple leaf generator for visualization purposes
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Generates a tree trunk
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Interactive version of the Trim Texture node.
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Helps preparing trim texture geometry for a Trim Texture workflow
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Displacing geometry based on a triplanar projection
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Rotates the input geometry around itself based on the timeline
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This is a CVEX based Lens Shader used to generate Impostors.
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Transfer UVs between a source and target geometry.
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Converts every primitive to 0-1 UVs
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Different methods of visualizing UV Data
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Pivot Painter stores model pivot and rotation information for geometry used in a shader.
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Labs Unreal Worldcomposition Prepare
Prepare heightfield and actor instances for use with World Composition in Unreal
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Export a vector field, compatible with Unreal Engine.
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Take a volume as an input and export a texture of the density field.
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A utility tool to initialize a WFC grid to be used with the WFC Solver
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A utility tool to paint attribute values on a grid used by the WFC Solver
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A decoder that decodes color information into Wang Tilesets.
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Sample tiles that can be used as Wang Tilesets.
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Export a pointcloud to XYZ file.