Integrations
Your tools, Hydrilla inside
Native plugins for DCCs and game engines, a local Bridge for Studio → app send, plus MCP and REST for custom pipelines.
How it works
- Install a plugin for your app (Blender, Maya, Unity, and more), then start the built-in Bridge so Studio can reach it.
- Sign in with the same Hydrilla account you use in Studio, Sync inside the plugin, and leave the Connect tab open while you generate — or paste a
hyd_live_API key instead. - Generate or send from the plugin panel, or click Send to DCC in Studio to drop a mesh into the open scene.
3D Modeling
Generate and import meshes inside your DCC.
Blender
AvailableGenerate text/image to 3D and import GLB in Blender.
Details →Maya
AvailableGenerate and pull Hydrilla meshes into Maya scenes.
Details →3ds Max
AvailableImport Hydrilla GLB into 3ds Max without manual downloads.
Details →Omniverse
Coming soonOpenUSD handoff to Omniverse — on the roadmap.
Details →Game Engines
Drop production meshes into real-time engines.
AI Agents
Drive Hydrilla from MCP-compatible agents.
Build your own
REST API for custom studio and pipeline tooling.
FAQ
- Do I need a separate login for plugins?
- No. Use Sign in for plugins with your Studio account, then Sync in the add-on. Keep that Connect browser tab open while you generate so your session stays fresh. An API key works as an alternative if you prefer keys over browser sign-in.
- What is the Bridge?
- A small local server started from inside the plugin. It lets Studio send a mesh straight into your open DCC or engine, and it carries the signed-in session from the Connect page back to the plugin.
- What format do plugins import?
- GLB. Apps that already support glTF/GLB import into the scene; others save the file so you can convert with your usual tools.
- How many integrations are available?
- 8 connectors ship today. Omniverse and other roadmap items are marked Coming soon on this page.
