Houdini cross-DCC asset import skill — consumes an AssetDescriptor, imports the asset file into a geo container via a File SOP, and returns an ImportToSceneResult. Use as the receiving end of the asset import pipeline after an asset-source skill resolves the descriptor.
Interchange skill — load-on-demand import/export of Houdini geometry and scenes through production formats (native bgeo/geo, OBJ, Alembic, FBX, USD) plus filesystem probing. Use these typed tools instead of hand-building ROP/LOP/SOP networks with raw scripts.
Pipeline skill — configure Karma CPU/XPU render settings, material overrides, light mixer, and image output through typed tools. Pair with houdini-render for full render execution and houdini-camera-light for scene setup.
Pipeline skill — typed KineFX character animation tools. Create and configure rig skeletons, set rig poses, capture joint skinning weights, and apply motion capture data via SOP-level KineFX nodes.
Authoring skill — pre-configured lighting templates: three-point rigs, HDRI worlds, area softboxes, rig-level intensity controls, and view transform management. Builds on top of houdini-camera-light (individual light create/update) to provide higher-level lighting automation. Pair with houdini-camera-light for…
Authoring skill — lookdev and shader-network operations: inspect materials, libraries, shader nodes and assignments; get/set shader parameters with type-aware validation; inspect and rewire shader connections; reset assignments; and manage adapter-owned material presets. Pair with houdini-materials for material…
Authoring skill — manage reusable material presets as JSON library files, handle texture assignment (image nodes / file paths), reload textures from disk, configure OCIO color management and list available color spaces, inspect material/shader connections and assignments. Pair with houdini-materials (create/assign)…
Authoring skill - create and assign Houdini materials, including typed MaterialX PBR networks for Karma. Use when building lookdev/material workflows from color, roughness, metallic, normal, or displacement maps. Not for generic node graph edits.
Authoring skill - create, connect, configure, cook, lay out, and delete Houdini nodes through typed HOM operations. Use when building SOP/OBJ/ROP networks or automating graph edits. Not for arbitrary Python snippets.
Authoring skill — object-level Houdini mutations: rename, duplicate, reparent, set display/render/template/bypass flags, hard-lock/unlock, and read/set pivot and translate-rotate-scale transforms. Use these typed tools instead of arbitrary Python for editing existing nodes. Not for creating nodes (use houdini-nodes)…
Authoring skill — inspect and edit Houdini node parameters, parameter templates, spare parameters, and channel expressions through typed atomic tools. Use instead of arbitrary Python for reading/setting parms, adding spare parms, and managing expressions. For node connections use houdini-node-graph.
Pipeline skill — generic, adapter-owned project and shot/package automation: set/query the project root, tag and read portable asset metadata, validate a scene for missing files / bad output dirs / dirty state / cook errors, collect file dependencies into a manifest (no copying), and export a shot/package manifest…
Pipeline skill — viewport capture/flipbook plus ROP render settings and render execution through typed, runtime-aware tools. Exports report writtenfiles, elapsed time, and separate error/warning diagnostics without hanging the host. Pair with houdini-camera-light to set up cameras and lights first.
Scene-management skill — typed Houdini scene lifecycle (new/open/save with dirty-scene safeguards), selection (get/set/find), camera discovery, and bounding-box queries. Use these atomic tools instead of arbitrary Python for everyday scene navigation and file operations. Not for node authoring (use houdini-nodes) or…
Scene skill — read-only inspection of the active Houdini hip file and node graphs. Use when you need the current selection, display-SOP geometry counts, frame range, hip path, object-level nodes, or node details. Not for creating geometry, sims, or exports — use authoring or interchange skills.
Bootstrap skill — controlled Python execution inside Houdini's hython interpreter. Use when no typed Houdini skill covers the task or you need session diagnostics. Not for routine scene edits — prefer houdini-scene or future domain skills.
Pipeline stage — bake ambient occlusion, lighting, texture maps (diffuse, normals, cavity, curvature etc.) from geometry to image files, list bake-compatible geometry with UV info, and transfer maps from high-res source to low-res target. Pair with houdini-render for render output and houdini-materials for shader…
Solaris/USD query skill — read-only inspection of a LOP node's composed Stage. Use it to list prims, inspect one prim, or read bounded attribute values. Not for USD authoring, import, or export.
Typed VEX creation and diagnosis workflow — create or update Wrangle nodes, validate VEX syntax, cook, and collect geometry diagnostics with failure localization. Never degrades to arbitrary script execution; all VEX code is set via typed node parameters only.