Houdini 2 Open3D | First tests

I would like to share the first test of a fun project I recently started working on in my spare time – Open3D to Houdini integration.

I built Houdini wrappers around Open3D functionality, which enable me to load point clouds, pre-process (downsample, estimate normals, compute FPFH feature) and perform Global and ICP registration on them to align them tightly:

This already seems quite versatile when combined with the Houdini toolset. Combined with GameDev and Alice Vision tools it can result in a powerful and automatic photogrammetry pipeline – something I like to explore 🙂.

I bidirectionally translate Houdini and Open3D geometry, so the Open3D operations can be seamlessly combined with Houdini SOPs. This doesn’t seem to be the case in the Reality Capture or Alice Vision plugins, which don’t enable Houdini to modify the geometry.

The integration is in early version and has some issues. I tested it only on a Linux so far. I will open-source it after I fix the problems and write some info on setting it up.

Thanks for reading 🙂

Houdini 2 Open3D | First tests

megaH | Megascans to Houdini integration

Hello, this post will introduce a project I have been developing with friends for some time: Megascans to Houdini integration, or megaH. This will be a high-level overview of the tools and workflows we have developed so far.


This article is written by authors of this tool: me, Peter Trandžík and Ondrej Poláček.

MegaH is currently work in progress and is being used in two student productions. It is not finished and ready for release yet. The two versions are customized to specific pipelines and needs of the corresponding productions.

It is developed and tested on Linux and Windows and with Mantra and Redshift renderer.

Also note that while we used the Megascans library, this project could be ported to include different libraries, for example VFX studios’ internal asset/setup libraries.

Continue reading “megaH | Megascans to Houdini integration”

megaH | Megascans to Houdini integration

Photogrammetry 2 | 3D reconstruction and post processing

This is the second article describing our photogrammetry workflow which I developed for a student production. You can find the first article here.

In this article I will go over our attempts on reconstruction of photos in various applications and our semi-automatic post processing workflow based on Houdini. (Houdini asset can be downloaded at the bottom of the page.)

Continue reading “Photogrammetry 2 | 3D reconstruction and post processing”

Photogrammetry 2 | 3D reconstruction and post processing

Photogrammetry 1 | Photos and colors

In the next couple of posts I will be describing photogrammetry workflow which I am creating for a student production. I am planning to describe here the whole process, from processing pictures to exporting game-ready assets. Game-ready assets because our production requires realtime renderings, but the process can be easily altered to produce VFX-ready assets (but this will probably require more manual work e.g. retopo, UVs to meet stricter quality requirements).

I have a tight schedule for this project, so I will try to stay simple, efficient, but try to be as correct as possible.

In this post I will describe our photos processing setup and colors workflow. This will result in photos with mask in alpha channel and in linear color space, ACES in our case. After that the photos should be ready for photogrammetry software, but that is for another post 🙂


Continue reading “Photogrammetry 1 | Photos and colors”

Photogrammetry 1 | Photos and colors