PlantFactory includes a wide variety of export options. Adjustable export presets for many DCC apps are included. This integrates your models seamlessly into any production pipeline. Using the GoZ-bridge, PlantFactory geometry can be edited in Pixologic™ ZBrush® 2021 and the changes will be synched back to PlantFactory.
Hero meshes and LODs can be exported to the following 3D formats:
*.3DS
*.ABC
*.C4D
*.DAE
*.FBX
*.GOZ
*.LWO
*.OBJ
*.TPF
*.USDA/C/Z
Animation data can be included as a rotational rig or a point cache for FBX, Alembic and Pixar USD. Procedural materials are baked to bitmaps during export. The baking algorithm can also compute object-based Ambient Occlusion.
Texture maps are saved to disk and written as basic materials into the mesh file.
The following 2D formats are available:
*.BMP
*.EXR
*.GIF
*.HDR
*.IFF
*.JPG
*.PCX
*.PNG
*.PSD
*.TGA
*.TIF
You can also export the native procedural *.tpf file format to VUE and use the plants in there. Plants can be edited with presets and published parameters in VUE and they will produce infinite variations with support for LODs when used in EcoSystems. Additionally, they will react to global wind and breeze.
Compatible with
...and many more
Integration Plugins
With the included integration plugins for 3DS Max, Cinema 4D, Maya and Unreal Engine 4 and 5, procedural PlantFactory plants can be natively opened and edited in each application. Generate new plant variations, edit published parameters, change presets and increase or decrease plant resolution.
Once everything has been customized to your liking, bake the plant into a native host application polygon mesh. Animation can be included as a point cloud or as a rotational bone rig. This workflow eliminates the complexity of finding the best export / import settings from PlantFactory standalone when the export presets do not completely suit your project.
Native shader creation
In addition, the plugins are a real time saver when setting up materials for another render engine.
When converting a procedural plant with the plugins to a baked mesh, the plugins will automatically create native shaders for each host application's native render engine or for Arnold, Redshift, Renderman or V-Ray®, based on which render engine was selected when the plant was loaded.
Plugins for further applications are in development. We will also extend material support to more render engines in the future.
For a list of currently supported renderer and host application builds, please see our FAQ.
Nvidia Omniverse Live Sync And Extension
PlantFactory includes a live synchronization with the USD stage in Omniverse. Edit your model in PlantFactory and trigger a synchronization to the Nucleus core with a single click.
Even better, the PlantFactory extension plugin for Omniverse can send exported USD assets back to PlantFactory, even when the live sync is no longer active. Thanks to this technology, any USD asset exported to Omniverse remains completely procedural and can be sent back to PlantFactory for modifications any time.
Find out more about the integration with Omniverse on our dedicated Omniverse page.