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.

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Part 2: Texture Baking Troubleshoot