Photogrametry Prosessing
In Houdini
November 20, 2025
Part 3: Standardize LODs Generating and Texture Baking in Houdini
For this week, the process of generating LODs is developed based on Quixel’s Asset Processing pipeline map baking process is done completely in SOPs level.
I. Input and Output
For more details of Quixel’s Asset Processing, please check out their course: https://dev.epicgames.com/community/learning/courses/y73/unreal-engine-realityscan-asset-processing-by-quixel/BE76/unreal-engine-realityscan-processing-digital-assets
The setup I have in my working Houdini file is now very similar to Quixel’s asset-processing workflow. In addition, Houdini’s Labs Quad Remesh workflow serves as a powerful substitute for ZBrush’s detail-projection and retopology process. One important takeaway from studying Quixel’s pipeline is the order of mesh generation: begin by creating a high-poly retopologized mesh (LOD00), then generate the lowest-poly version (LOD05) while preserving the silhouette, and finally work upward through intermediate LODs until reaching the final game-ready LOD01.
Finalized Asset Structure
master.obj
Cleaned version of the original photogrammetry mesh.
Minor cleanup performed in RealityScan (removing ground plane, floating polygons, and unwanted fragments).
LOD00.fbx — 250k polygons
First retopologized pass from the master mesh.
High-poly mesh that retains major surface details.
Primary UVs are generated on this asset.
LOD01.fbx — 160k polygons
LOD02.fbx — 80k polygons
LOD03.fbx — 40k polygons
LOD04.fbx — 20k polygons
LOD05.fbx — 10k polygons
Lowest-poly version.
Silhouette preserved using Quad Remesh and smoothing controls.
II. Texture Maps Baking in SOPs
Using the SideFX Labs Maps Baker at the SOP level, I was able to successfully bake 8K .exr and .png textures from the high-resolution master mesh to each LOD. The following texture maps were generated:
Base Color / Diffuse
Roughness
Metallic
Normal
Displacement
This workflow provides a fully procedural, repeatable pipeline for generating game-ready LODs and physically-based textures directly inside Houdini.