Texturing for Houdini

Texture your Houdini assets in a browser tab.

Bring your Houdini geometry into Mixos, paint and layer PBR materials, and export clean maps that wire into a Karma MaterialX or Principled Shader. A dedicated texturing step for look-dev, no extra install.

Quilted fabric and brushed metal PBR material spheres rendered lit — surface look-dev for Houdini's Karma/MaterialX

Imports your Houdini meshes

Export geometry as glTF/GLB, FBX, or OBJ and paint on it in a real-time WebGPU viewport.

Maps for Karma & MaterialX

Base color, roughness, metallic, normal, and height wire into a MaterialX surface or Principled Shader for Karma.

Bake & layer detail

Bake AO and curvature, stack non-destructive layers and masks, and add grounded wear.

Look-dev speed with AI

Auto-Texture or generate tiling materials from a prompt to block in looks before the final pass.

Why Mixos

A texturing step for Houdini look-dev

Houdini's strength is procedural everything, but authored, hand-controlled surface texturing still pays off for hero assets. Mixos handles that step — import the mesh, layer PBR materials, bake mesh maps, and export organized sets ready for Karma.

Standard PBR channels wire into a MaterialX standard surface or the Principled Shader: base color, roughness, metallic, the normal map through a normal input, and height for displacement. The connections are predictable in Solaris and Karma, and a real-time WebGPU preview keeps the look honest while you work.

Because it runs in the browser with WebGPU, Mixos sits alongside Houdini with nothing extra to install and behaves the same on every OS. Author for free, hand off with a link, and upgrade when you need 4K export.

Frequently asked questions

How do I get my Houdini geometry into Mixos?

Export it as glTF/GLB (recommended), FBX, or OBJ and import that file into Mixos to paint and bake on.

How do the maps connect in Houdini?

Wire base color, roughness, and metallic into a MaterialX standard surface or Principled Shader, route the normal map through a normal input, and use height for displacement.

Does it use my UVs?

Yes. Mixos paints and bakes against your mesh's UVs, with triplanar projection for surfaces without clean UVs.

Is it browser-based?

Yes — the editor runs with WebGPU in a modern browser, so it sits alongside Houdini with nothing extra to install.

Open a tab. Start texturing.

No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.