# Houdini gltf import

**URL:** <https://forum.nomadsculpt.com/t/houdini-gltf-import/148>\
**Category:** Bug Report\
**Created:** [September 2, 2020, 9:52am UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148 "2020-09-02T09:52:07Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Benjamin\_Lemoine](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/benjamin_lemoine/32/164_2.png) [@Benjamin\_Lemoine](https://forum.nomadsculpt.com/u/Benjamin_Lemoine)\
**Post date:** [September 2, 2020, 9:52am UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/1 "2020-09-02T09:52:07Z")

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Hello Stephane  
I just wanted to report you that with the update 1.3 the possibility to import Metalness and Roughness as vertex attribute is no longer possible …it’s sad , it was really a plus compared to other scultping app…but as i understand in the log it work on blender , at least it’s good news for blender users !

Bonne continuation !  
Benjamin

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**Author:** ![stephomi](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/stephomi/32/19583_2.png) [@stephomi](https://forum.nomadsculpt.com/u/stephomi)\
**Post date:** [September 2, 2020, 10:31am UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/2 "2020-09-02T10:31:03Z")

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Ah yes I thought about that but I didn’t know if Houdini could support multiple vertex color.

Roughness/metalness vertex export is mostly a Nomad thing and glTF Importers and others 3d softwares all work differently… it’s annoying 😕

I could add an option to export it as before though, since I still need to support both method at import.  
It’s not top priority though so no promise.

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**Author:** ![Benjamin\_Lemoine](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/benjamin_lemoine/32/164_2.png) [@Benjamin\_Lemoine](https://forum.nomadsculpt.com/u/Benjamin_Lemoine)\
**Post date:** [September 2, 2020, 10:43am UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/3 "2020-09-02T10:43:35Z")

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Yes i understand !  
It would be nice to have the option to export it in “native” format if you can  
now i got something but it’s very much like it was with the colors , some numbers hard to decode…

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<div class="post-metadata">

**Author:** ![Benjamin\_Lemoine](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/benjamin_lemoine/32/164_2.png) [@Benjamin\_Lemoine](https://forum.nomadsculpt.com/u/Benjamin_Lemoine)\
**Post date:** [September 2, 2020, 11:20am UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/4 "2020-09-02T11:20:44Z")

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…And you know it’s pretty much an Houdini thing too to store attribute on vertex/point 😉

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**Author:** ![stephomi](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/stephomi/32/19583_2.png) [@stephomi](https://forum.nomadsculpt.com/u/stephomi)\
**Post date:** [September 2, 2020, 11:47am UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/5 "2020-09-02T11:47:03Z")

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The “hard” to decode colors is probably an Houdini glTF issue, it’s probably low priority for them though.

I don’t know much about Houdini but assuming the colors are easy to decode, is it easy to tell Houdini “roughness is R components of color\_1 and metalness is G components”?

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<div class="post-metadata">

**Author:** ![Benjamin\_Lemoine](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/benjamin_lemoine/32/164_2.png) [@Benjamin\_Lemoine](https://forum.nomadsculpt.com/u/Benjamin_Lemoine)\
**Post date:** [September 2, 2020, 12:21pm UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/6 "2020-09-02T12:21:22Z")

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What is weird is that Color\_1 is a 4 component integer , if i remap the first component it look more like the metallness and i couldn’t extract anything from the 3 others…

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<div class="post-metadata">

**Author:** ![stephomi](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/stephomi/32/19583_2.png) [@stephomi](https://forum.nomadsculpt.com/u/stephomi)\
**Post date:** [September 2, 2020, 12:39pm UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/7 "2020-09-02T12:39:29Z")

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It should be similar to the Color\_0 decoding [https://www.sidefx.com/forum/topic/75110/](https://www.sidefx.com/forum/topic/75110/).

At the moment:  
Red = Roughness  
Green = Metalness  
Blue = Masking  
Alpha = Unused

It might change in the future if I add more painting channels.

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<div class="post-metadata">

**Author:** ![Benjamin\_Lemoine](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/benjamin_lemoine/32/164_2.png) [@Benjamin\_Lemoine](https://forum.nomadsculpt.com/u/Benjamin_Lemoine)\
**Post date:** [September 2, 2020, 12:43pm UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/8 "2020-09-02T12:43:15Z")

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ok , i will keep on testing and trying the depack suggested on the forum  
it’s true that it’s similar value that the one we had on Color\_0  
as i didn’t succeeded with Color\_0 and was taking colors from the .obj…

Thanks !

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<div class="post-metadata">

**Author:** ![Benjamin\_Lemoine](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/benjamin_lemoine/32/164_2.png) [@Benjamin\_Lemoine](https://forum.nomadsculpt.com/u/Benjamin_Lemoine)\
**Post date:** [September 2, 2020, 2:19pm UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/9 "2020-09-02T14:19:51Z")

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Hi again !  
i get it !  
everything is packed as described on houdini forum on the first component of Cd and Color\_1  
the others component are meaningless…  
if someone else trying to import to Houdini…  
put this in a wrangle

int packed=int(p@COLOR\_1[0]);  
int red = packed & 255;  
int green = shrz(packed & 65280, 8);  
int blue = shrz(packed & 16711680,16);

f@rough=red/255.0;  
f@metallic=green/255.0;  
f@mask=blue/255.0;

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<div class="post-metadata">

**Author:** ![Efflam\_Mercier](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/efflam_mercier/32/5141_2.png) [@Efflam\_Mercier](https://forum.nomadsculpt.com/u/Efflam_Mercier)\
**Post date:** [August 1, 2021, 9:48pm UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/10 "2021-08-01T21:48:46Z")

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Hello Benjamin, I’m also trying to do the same thing importing GLTF in Houdini.

When you mean “a wrangle” you mean an attribute wrangle node, right? I can’t seem to figure out what I’m doing wrong. Cd and COLOR\_1 are blank whatever I do in Houdini, despite the same GTLF showing up fine in Blender.

Did you eventually get it to work?

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<div class="post-metadata">

**Author:** ![Benjamin\_Lemoine](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/benjamin_lemoine/32/164_2.png) [@Benjamin\_Lemoine](https://forum.nomadsculpt.com/u/Benjamin_Lemoine)\
**Post date:** [August 1, 2021, 10:20pm UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/11 "2021-08-01T22:20:25Z")

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Hello Efflam  
i will have to check the forum  
here is how i do it now  
Feel free to share with whoever need it !  
[https://fromsmash.com/CjavQozTRs-ct](https://fromsmash.com/CjavQozTRs-ct)

you will have metallic, roughness and mask also as attribute  
you have to export as gltf , glb  
layer aren’t supported but it’s good to have roughness and metallic to use in shader

Have a nice day

Benjamin

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<div class="post-metadata">

**Author:** ![Efflam\_Mercier](https://dub1.discourse-cdn.com/flex005/user_avatar/forum.nomadsculpt.com/efflam_mercier/32/5141_2.png) [@Efflam\_Mercier](https://forum.nomadsculpt.com/u/Efflam_Mercier)\
**Post date:** [August 1, 2021, 11:05pm UTC](https://forum.nomadsculpt.com/t/houdini-gltf-import/148/12 "2021-08-01T23:05:45Z")

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It worked (including metal/rough)! You made my day.

For anyone reading, I had to make sure the GTLF loader node in my obj network is set to load “mesh” and “promote point attribute to vertex” was turned off for this method to work.

Thanks again,  
Efflam
