Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add dcc-mcp/dcc-mcp-houdini --skill houdini-light-riggit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-houdiniWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00079 | $0.00907 |
| Opus 5 | $0.00039 | $0.00453 |
| Sonnet 5 | $0.00016 | $0.00181 |
| Haiku 4.5 | $0.00008 | $0.00091 |
Grade A, and why
houdini-light-rig scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 71 lines — stays where its author put it; the contents beside it link to each section on GitHub.
houdini-light-rig
Typed light-rig authoring tools for agents. All tools are affinity: main.
Complements houdini-camera-light (individual light create/update) with
higher-level lighting automation: three-point rigs, HDRI worlds, area
softboxes, rig grouping, and intensity controls.
Tool groups
light-rig-create:create_three_point_light_rig,create_hdri_world,create_area_softbox.light-rig-edit:aim_light_at_object,set_light_rig_intensity,group_lights,set_render_view_transform.light-rig-query(read-only):get_lighting_summary,list_light_rigs.
Rig conventions
- A light rig is a null node at
/objlevel whose children arehlight::2.0nodes. The null name ends with_rigby convention. list_light_rigsscans for nulls matching this pattern;set_light_rig_intensityandgroup_lightsoperate on these rig groups.- Three-point rigs create a null named
<name>with_key,_fill,_rimlights parented underneath.
Context limitations
- Karma / Solaris: This skill operates at
/objlevel withhlight::2.0nodes. For USD/Solaris lighting usehoudini-lookdevand the LOP context. - HDRI:
create_hdri_worldcreates a native environment light with a texture map (env_map, or legacyenvmap). Ensure the HDRI file path is accessible to the Houdini session. - View transform:
set_render_view_transformconfigures OCIO-based color transforms. Requires a valid OCIO configuration in the Houdini environment. - Aim:
aim_light_at_objectuses Houdini's built-inlookatpathparameter — only effective for light types that support look-at (point, spot, area, distant).
Tracer-bullet flow
houdini_camera_light__create_light(light_type="distant", name="key_light")create_three_point_light_rig(name="studio_rig", key_intensity=1.2)aim_light_at_object(light_path="/obj/studio_rig/studio_rig_key", target_path="/obj/geo1")create_hdri_world(hdri_path="/path/to/studio.hdr", intensity=0.8)get_lighting_summary()→ review all lightsset_render_view_transform(view_transform="ACES 1.0 - SDR Video")set_light_rig_intensity(rig_group="/obj/studio_rig", intensity=1.5, multiply=true)- Hand off to
houdini-renderfor viewport capture / ROP render
What ships with it
11 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- scripts/_light_rig_common.py 5.3 KB runs code
- scripts/aim_light_at_object.py 4.6 KB runs code
- scripts/create_area_softbox.py 4.4 KB runs code
- scripts/create_hdri_world.py 4.4 KB runs code
- scripts/create_three_point_light_rig.py 5.2 KB runs code
- scripts/get_lighting_summary.py 3.3 KB runs code
- scripts/group_lights.py 3.3 KB runs code
- scripts/list_light_rigs.py 2.4 KB runs code
- scripts/set_light_rig_intensity.py 3.0 KB runs code
- scripts/set_render_view_transform.py 6.2 KB runs code
- tools.yaml 12 KB
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 71 lines · 79 tokens per session scan A 86166b67c1a0
houdini-light-rig is a skill published in the GitHub repository dcc-mcp/dcc-mcp-houdini (12 stars, last pushed today), licensed MIT. It adds 79 tokens to every session and 907 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
maya-render
Pipeline stage — render globals, final-frame rendering, and viewport capture: configure render settings, query them, render frames, capture playblasts. Use for producing final or preview imagery. Not for modeling (maya-mesh-ops), animation editing (maya-animation), generic file import/export (maya-geometry), or render…
maya-scripting
Bootstrap stage — escape hatch for Maya work that has no packaged skill yet. Agents should prefer searchskills / dcccapabilitymanifest → loadskill → typed tools (inputSchema + annotations) from domain skills; use executepython or executemel only when no skill matches, for bulk in-process loops, or for API…
dcc-mcp-core
Foundation library for the DCC Model Context Protocol (MCP) ecosystem. Provides Rust-powered action management, skills system, IPC transport, MCP Streamable HTTP server (2025-03-26 spec, with 2025-06-18 and 2025-11-25 awareness), sandbox security, shared memory, screen capture, USD scene support, and telemetry for…
dcc-mcp-maya-setup
Set up dcc-mcp-maya for an agent or operator: install Maya Python dependencies with mayapy, generate MCP host configuration, guide the user through loading the Maya plugin, and run a first live-tool smoke prompt.
maya-asset-source
Pipeline stage — asset discovery and resolution. Search local asset libraries, resolve paths to structured AssetDescriptor records, and surface candidate assets for downstream import. Use before maya-import-to-scene to locate what to import.
maya-pipeline
Domain skill — Maya asset pipeline orchestration: set up project directory structures, export scenes to USD, and coordinate multi-step DCC workflows. Use when initialising a Maya project or exporting assets for a downstream pipeline. Not for raw geometry editing — use maya-geometry for that. Not for low-level USD file…