» What can you do with this Houdini Python tool? «
*animated .gifs captured an older version of the plug-in
Main Features:
- Drag & drop HDAs/assets from the Asset Handler into the Network View and Scene View
- Drag & drop USD files into Solaris
- Drag & drop kitbashes/meshes into the SOP context (with thumbnail generation from .obj, .abc, .fbx, .bgeo, and .usd files)
- Drag & drop texture (sequence) files into the COP and COP2 contexts
- Drag & drop SOP/OBJ states into the Model/Kitbash context (.abc, .obj, .fbx, .bgeo, .vdb)
- Automatic HDA and USD creation with thumbnails from any OBJ node/LOP
- Store networks/setups as Python code (non-HDA)
- Automatic HDA creation and placement for Aixterior and Megascans files, with automatic shader/material assignment for Mantra, Redshift, Arnold, RenderMan, Karma (MaterialX), and Octane
- Custom metadata, library search, and HDA versioning
- Automatic proxy/archive deployment from any OBJ node (Redshift/Octane only)
- HDRI/texture/texture-set import and quick viewer
- Simplified texture handling, with a one-click texture loader in the MAT context for Mantra, Redshift, Arnold, RenderMan, Karma (MaterialX), and Octane
- Shader presets and management with thumbnail generation, drag-and-drop shaders into the MAT context for Mantra, Redshift, Arnold, RenderMan, Karma (MaterialX), and Octane
- PBR texture sets can be added with one click from Megascans (Fab via the Epic Games Launcher), Aixterior, Poly Haven, ambientCG, or your own texture folder
- PBR 5-layer texturing/painting HDA
- USD support for Aixterior/Megascans models, Poly Haven models, and ambientCG textures
- Interactive scattering system via Python States and custom HDAs (including physically based rigid-body simulation)
- Scattering/distribution HDAs with a simple wire-solver implementation for dynamic grass and plants
- Asset API support for ambientCG, Poly Haven, and the AMD MaterialX Library, with automatic PBR shader/material assignment for Mantra, Redshift, Arnold, RenderMan, Karma (MaterialX), and Octane
- API request queue
- Code Handler for storing and accessing code snippets (VEX, Python, OpenCL for COPs, Apex, OSL for Octane/Redshift)
- Substance Bridge to export meshes to Substance Painter and Substance Designer, and import baked maps back into Houdini (Windows only)
- Multi-wheel RBD vehicle simulator HDA, drivable with an Xbox controller
- Discord: https://discord.gg/jHz5v2kPWS
Requirements & Support:
- Houdini FX, Core, Indie or Apprentice
- H19.5.x, H20.x, H20.5.x, H21.x (Qt6 only), H22.x – Win/Linux/MacOS Intel+AppleSilicon
- Redshift 3.x, Mantra, Arnold 5.x, RenderMan 24.x & Karma (MaterialX), Octane 2022.1.x or greater
- Note: Renderer-related features are primarily focused on MaterialX, Redshift, and Octane. Support for Mantra, Arnold, and RenderMan may be deprecated.
- Note: Linux (tested with Mint 19.x/20.x/21.x/22.x Cinnamon and Mint MATE)
- Note: MacOS (tested with Intel/Monterey & AppleSilicon/Tahoe)
Python & HDA files are uncompiled & unlocked. Ready for your own modifications.
Gallery v1.23.3:
Get it from Gumroad
Videos:
Note: these videos show older versions of the AssetHandler. The interface, menus and some features have changed since. For the current state, see the documentation. And sorry for my voice and my bad English and spelling.
1:41Teaser (v1.13)
Short teaser of the AssetHandler 1.13.
12:00Full walkthrough (v1.0)
The first complete tour: HDA handling, HDRIs, Redshift proxies, Aixterior assets with scattering, Megascans assets and examples.
4:23What is new in v1.07
GUI improvements, themes, the CodeHandler, additional libraries, HDRI lights and scattering.
6:01Basics UI (v1.13)
Explainer: the panel, renderer selection, preferences and the right-click options.
4:30Library handling (v1.13)
Explainer: main library, additional libraries and project based libraries.
5:18Redshift proxies (v1.13)
Explainer: creating static and animated Redshift proxies and placing them in a scene.
3:54Shader presets (v1.13)
Explainer: storing materials as shader presets with rendered thumbnails and using them again.
4:32SubstanceBridge: Substance Painter (v1.20.2)
Explainer: send a mesh to Substance Painter and bring the maps back as PBR material.
3:54SubstanceBridge: Substance Designer (v1.20.2)
Explainer: the same round trip with Substance Designer, including .sbsar export.
8:29Solaris instancer scatter workflow
Workflow: scattering ASSH assets in Solaris with point instancing.


























