Set up dcc-mcp-houdini for an agent or operator: install Houdini Python dependencies with hython, generate MCP host configuration, guide the user through the Houdini package / 123.py autostart load step, and run a first live-tool smoke prompt.
Pipeline skill - run file-based Houdini Python automation, manage hip files, set timeline ranges, and build small node chains from structured specs. Use when orchestrating repeatable Houdini tasks. Not for inspecting a scene only.
Authoring skill — create and edit cameras and lights, frame the Scene Viewer, and report active camera/view state through typed tools. Pair with houdini-render for viewport capture and ROP render execution.
Pipeline skill — typed CHOP (Channel Operator) tools for motion FX, audio-driven animation, procedural filtering, and CHOP-to-keyframe export. Create and manage CHOP networks, motion clips, audio-driven channels, and filter effects.
Pipeline skill — development workflow helpers for authoring Houdini Python tools in a live session: attach a local project to sys.path, hot-reload modules by prefix or name, run module entrypoints or scripts with captured stdout/stderr/traceback, start a debugpy listener, introspect HOM objects/signatures/node-type…
Interchange skill — save/load/list/delete reusable export presets as JSON library files capturing ROP node configurations (Alembic, FBX, USD, Geometry, and other ROP output drivers). Use to standardize export settings across a team or project. Pair with houdini-interchange for one-shot exports or houdini-pipeline for…
Authoring skill — create common SOP primitives or bounded root-to-tip curve guides and inspect SOP geometry: counts, bounds, paged attribute values, primitive intrinsics, groups, and cook errors. Use these typed tools to query and seed geometry before custom scripts. For mesh edit operations use houdini-mesh-ops.
Authoring skill - build Houdini 22 short-fur groom networks from rest skin, optional guides, and animated skin. Use for insect fuzz, creature fur, and deformation-ready hair generation. Not for interactive brush sculpting.
Houdini 22 Gaussian Splat relighting skill - prepare GSplats with SideFX Labs, relight them in Solaris/Karma, and rasterize them in Copernicus. Use when an agent must relight a captured splat while retaining typed scene and parameter control. Not for training or importing a new Gaussian Splat.
HDA skill - install, inspect, create, author, publish, validate, cook, and synchronize Houdini Digital Assets with typed public parameters. Use when loading .hda/.otl assets, building reusable interfaces, or publishing an HDA library. Not for generic node edits.
Pipeline skill — command-line USD/Hydra rendering via husk (Karma delegate), checkpoint/resume, scene snapshots, and husk option configuration. Pair with houdini-karma for renderer setup and houdini-render for viewport/ROP renders.
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.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: