Houdini SpeedTree FBX

This Houdini node extends the standard FBX importer for use with SpeedTree-generated models.

Houdini Scripts Location

The SpeedTree for Houdini scripts are contained in a digital asset file for both Houdini 11.1 and Houdini 12:

“[SpeedTree Modeler Install Dir]/Scripts/Houdini 11.1/SpeedTreeFBX.otl” “[SpeedTree Modeler Install Dir]/Scripts/Houdini 12.0/SpeedTreeFBX.otl”

Automatic Loading

It is recommended to load “SpeedTreeFBX.otl” when Houdini is started. To do this, you will need to place copy the file to the startup OTL folder. This location varies depending on the platform you are running (“x.x” represents the Houdini build in use, such as “12.0”):

Windows - “Users/[Username]/My Documents/houdinix.x/otls/“
Mac - ”[Username]/Library/Preferences/houdini/x.x/otls/“
Linux - ”/opt/hfsx.x/houdini/otls/“



Overview

The SpeedTree FBX object node is a container for FBX files generated from the SpeedTree Modeler. It extends the standard FBX importer by providing several new features that are specific to SpeedTree models.

If your SpeedTree FBX file was exported with the geometry divided into separate objects, the SpeedTree FBX node will automatically generate a Subnet container and place all SpeedTree FBX objects inside.

Features Include:


Tips

When exporting FBX files from the SpeedTree Modeler, use these settings for the best results:

Avoid:

Where's My Tree? - Having trouble seeing your imported tree in the Scene View? In Houdini, go to your “Display Options→Effects” tab and disable the option for “Textures→Mipmap textures”.



Transform Folder

The parameters in the Transform folder are the same as for all other geometry objects. Please see the Houdini documentation for more info.

Material Folder

Depending on how the 'FBX' file was exported from the SpeedTree Modeler, there may be no material assigned here. In that case, dive into the SpeedTree FBX node and locate the Material node within. This is where materials are assigned to specific groups of geometry.

In the case where the 'FBX' file was exported “per material”, or if only a single material is assigned to the tree, there will be a material assignment here.

Proxy Folder

Enable spike display proxy
Enabling this option will display a proxy object (a “spike” set to the height of the tree) in the Scene View. At render time, the actual tree will still be used. This option will greatly speed up scene navigation, especially in a scene with multiple tree models.

Proxy Material
The material applied to the spike display proxy. A simple material is automatically generated upon import, and assigned here.

Wind Folder

Frame offset
Offsets cached wind data by this number of frames. This is useful for keeping wind animations between instances out of sync.

Render Folder
The parameters in the Render folder are the same as for all other geometry objects. Please see the Houdini documentation for more info.

Reload & Convert Options

Reload .fbx file
This option will reload the original FBX disk file. Any material reassignments and transform changes should remain intact. This can also be used to revert a “.bgeo” SpeedTree mesh back into a “.fbx” file (see below).

Convert to .bgeo file
This option will convert the FBX data into Houdini-native “.bgeo” files. If animation data is present, a single “.bgeo” file will be generated per frame in the existing point cache folder.

Lock .fbx contents
When enabled, the contents of the last imported FBX file will remain. This safeguards against source file overwrites, but will increase the filesize of “.hip” files.


Version History

speedtree_fbx 1.2

speedtree_fbx 1.1

speedtree_fbx 1.0.1