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Workflow: Create, Paint, Bake, Export

This page walks through a full texturing session from start to finish.


1. Project Setup

Project Setup

Project Setup

Open the Project Setup tab and fill in the following:

Field Description
Project Name Name for the project node that will contain all the SOP and COP network nodes
Geometry Source Path to the SOP node containing your mesh
Split Geo Enable to split the mesh into separate groups (body, head, arms, etc.)
Use UDIMs Enable UDIM mode — each UV tile becomes a separate texture set (standard by default)

Note: The source geometry must have vertex UVs and normals (vertex or point) before initializing.

Click Initialize Project to create the Houdini COP network and set up the layer stack.


2. Texture Painter

The Texture Painter tab is the main workspace. It is divided into:

Groups Panel (top-left)

Groups Panel

Shows the groups detected from the geometry (e.g. body, head). Click a group to switch the layer stack to that group. Toggle the eye icon to show/hide a group in the viewport. Double-click on the name to rename the group.

Materials Library (bottom-left)

Materials Library

Three tabs: - Materials — drag-and-drop material folders onto the layer stack - Smart Materials — drag-and-drop smart material presets onto the layer stack (saved as .cpio presets) - Brushes/Alphas — select an alpha stamp for mask painting

Use the ↻ Refresh button to reload the library after adding files to disk (useful if you create new materials or alphas while working in Copernicus Painter). Toggle icon size with the size buttons in the top-right of the panel.

Layer Stack (right)

Layer Stack

Layers are listed top-to-bottom; the top layer is on top of the composite. Each layer row shows:

  • Expand toggle — shows or hides the mask list for that layer
  • Visibility eye — show/hide the layer
  • Icon — material thumbnail
  • Name — double-click to rename
  • Opacity slider
  • Blend mode dropdown (Normal, Multiply, Add, Overlay, Screen)
  • Delete button Layer Stack

Adding a layer: drag a material from the library onto the stack.

Reordering layers: drag a layer row up or down.

Mask Layers

Mask Stack

Expand a layer to see its masks. To add a mask, right-click the material bar → Add Mask and choose a mask type:

Mask Type Description
Paint Mask Paint directly onto the mesh in the Houdini viewport
Fill Mask Flood-fills the entire UV space with a flat value
Mesh Fill Fills based on UV island selection
Smart Mask Applies a .cpio procedural mask preset
Grunge COP-based procedural grunge generator (aurora, cells, cloud, flow, static)

Each mask has: - Invert checkbox — flip the mask value - Opacity slider - Blend mode dropdown - Delete button

Click a mask row to select it and open its properties in the Properties Panel below.

Layer Properties Panel

Shows transform and parameter controls for the selected layer or mask:

  • Tiling U / V — texture tiling
  • Offset X / Y — texture offset
  • Rotation — texture rotation angle
  • Projection — UV projection mode
  • For paint masks: brush size, softness, opacity, alpha stamp settings
  • Smart materials can expose additional parameters — these come from the promoted parameters on the smart material's subnet.

Channel and Resolution

Channel and Resolution

At the top of the right column:

  • Channel — selects which texture channel is active (Base Color, Roughness, Metallic, Normal, Height, etc.)
  • Resolution — sets the output texture resolution (512 / 1024 / 2048 / 4096)

Undo / Redo

Use Ctrl+Z / Ctrl+Shift+Z (or Houdini's standard undo) to undo/redo operations. The UI syncs automatically.


3. Bake Textures

Bake Textures

The Bake Textures tab bakes geometry-based maps (world normals, ambient occlusion, curvature, etc.) using Houdini's bakegeometrytextures node.

General Properties

Field Description
Name Base name for the baked texture files
Resolution Output resolution for baked maps

Geometry

Field Description
Low SOP path to the low-poly mesh (the one being textured)
High SOP path to the high-poly mesh (optional, for normal transfer)
Cage SOP path to the cage mesh (optional)

Channels

Enable the channels you want to bake (Normal, AO, Curvature, Position, etc.).

Bake

Click Bake Textures to run the bake. Progress is shown in the panel. When complete, use Preview Baked Channel to inspect the result in the viewport.


4. Export

Export

The Export tab renders the final layered textures to image files on disk.

Export Settings

Field Description
Output Directory Root folder where textures are written
File Type Output format: PNG, EXR, TIFF, JPG
Resolution Override resolution for export (or match project resolution)
Export as Sequence Enable to export an image sequence; set the frame range start/end

Groups to Export

Check which UV groups to include in the export.

Channels

Select which texture channels to export (Base Color, Roughness, Metallic, Normal, Height, etc.).

Export

Click Save Settings to store the current export configuration, then Export Textures to write the files to disk.

After export, click Open Output Directory to open the output folder in your file explorer.


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