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Integration & Export

Artwork by Aron Kamolz

Seamless Pipeline Integration

PlantFactory Professional and Enterprise include a wide variety of export options. 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
Users of both PlantFactory Creator and Professional can 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

3DS Max Logo
Arnold Logo
Blender Logo
Cinema 4D Logo
Clarisse Logo
Lightwave logo
Maya Logo
Nvidia Omniverse Logo
Substance Logo
Terragen 4 Logo
Unity Logo
Unreal Engine logo
V-Ray Logo
VUE Logo
ZBrush logo

...and many more

Integration Plugins

With the included integration plugins of the Professional & Enterprise version for 3DS Max, Cinema 4D and Maya, 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.
 
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 Arnold or V-Ray®, based on which render engine was selected when the plant was loaded.
 
Plugins for further applications are in development. Material support for more render engines will be added as well in the future.
 
For the currently supported renderer and host application versions, please see our FAQ.
 
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