Option 1:

Orbolt Smart 3D Assets Store




Houdini Engine and Digital Assets!!

Houdini Engine and Maya/Unity plugins open up a new world of possibilites. Here's some short videos to get you started.

Digital Assets for Maya plugin Quickstart

Copy Asset for Maya plugin

Staircase Asset for Unity plugin

For more videos and content files check out SideFX Labs!

Let us know if you have any issues support@orbolt.com

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Happy New Year!!

Here's to another fun and exciting year!

Speaking of exciting be sure to check out the Houdini Engine assets for Maya and Unity.

There has been tons of updates as we take your input in regards to function and usability. Build your assets in Houdini, share them on Orbolt and try them out in Maya or Unity. Check out the videos for tips and tricks in building your assets to be compatible with Houdini Engine on the SideFX Labs.

Now is the perfect time to give a shot and let us know what you think SideFX Labs Forum or email us support@orbolt.com!
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One Asset to Rule Them All
Clarifying the upload structure.

Being able to create Houdini Digital Assets is great, but thought should be given to their structure and hierarchy. There are multiple ways to build your assets. Here are some guidelines to help when creating digital assets and uploading them to Orbolt.

- single asset per otl file; no dependencies

This is the simplest option as it keeps everything self-contained and easy to keep track of.

- multiple assets per otl file; dependencies are 'private'

This option lets user include multiple asset definitions into a single otl file without having to worry about uploading each asset individually. The limitation is that only the main asset is visible on Orbolt and all of the dependencies are only usable inside the main asset type. The way this restriction is enforced is by using scoping mechanism in Houdini. The asset dependencies have asset type names prefixed with the main asset type eg. Object/Uberasset::dependentAsset.

- one asset per otl file; dependencies are assets from Orbolt

This option lets users build asset from other assets on Orbolt as dependencies. When you upload the otl file, the upload process will know that the dependencies are already in the store and only grab the main asset. The benefit is that if one of the dependencies gets updated the AssetBrowser in Houdini will automatically get the latest definition.

- multiple assets per otl file; all assets are independent of each other

This is the only option that currently is not supported on Orbolt. One possible solution for the current restriction is to include needed assets in the hip file by writting 'Embedded' in the path of the asset Type Properties. When you save the hip file those definitions will be saved with it. The one thing to keep in mind about this method is that those assets will be only available when the hip file is loaded.

Let us know if you have any quesitons or suggestions support@orbolt.com.

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Find an Asset

Work Fast. Work Smart.

The Orbolt Smart 3D Asset Store is an asset marketplace that offers a whole new way to create animations and visual effects. Powered by Houdini, Orbolt assets are fully customizable and ready to animate and render once tweaked to meet your specifications.

At Orbolt, members of the global Houdini community apply their knowledge and expertise to deliver a comprehensive set of completely customizable 3D assets, from fully-rigged props, to render-ready visual effects, animatable characters, game assets and more.

Now you can access high-quality 3D assets from a community you can trust to keep your project on-time and on-budget.
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