houdini-light-rig

houdini-light-rig is a skill for Claude Code from dcc-mcp/dcc-mcp-houdini. It costs 79 tokens per session (907 once invoked), scanned A, original, MIT.

A Houdini toolkit for creating reusable lighting setups, including three-point rigs, HDRI environments, and area softboxes.

In plain words
What is it for?
Use it to create and inspect light rigs, aim lights at objects, change rig intensity, group lights, and set view transforms for object-level Houdini lighting.
Why use it?
It reduces the manual work of arranging lights and gives a single rig-level way to aim lights, adjust intensity, group them, and set the render view transform.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to create and inspect light rigs, aim lights at objects, change rig intensity, group lights, and set view transforms for object-level Houdini lighting.

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Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig
Install

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.

Any agent
npx skills add dcc-mcp/dcc-mcp-houdini --skill houdini-light-rig
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-houdini

Made for: Claude Code.

Wrote 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.

agentmods badge for houdini-light-rig

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-light-rig)
Your own site
<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.

agentmods 80×15 button for houdini-light-rig

Your own site · 80×15
<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>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 907 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash 86166b67c1a0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 10 executable files (scripts/_light_rig_common.py, scripts/aim_light_at_object.py, scripts/create_area_softbox.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

src/dcc_mcp_houdini/skills/houdini-light-rig/SKILL.md · 71 lines

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 /obj level whose children are hlight::2.0 nodes. The null name ends with _rig by convention.
  • list_light_rigs scans for nulls matching this pattern; set_light_rig_intensity and group_lights operate on these rig groups.
  • Three-point rigs create a null named <name> with _key, _fill, _rim lights parented underneath.

Context limitations

  • Karma / Solaris: This skill operates at /obj level with hlight::2.0 nodes. For USD/Solaris lighting use houdini-lookdev and the LOP context.
  • HDRI: create_hdri_world creates a native environment light with a texture map (env_map, or legacy envmap). Ensure the HDRI file path is accessible to the Houdini session.
  • View transform: set_render_view_transform configures OCIO-based color transforms. Requires a valid OCIO configuration in the Houdini environment.
  • Aim: aim_light_at_object uses Houdini's built-in lookatpath parameter — only effective for light types that support look-at (point, spot, area, distant).

Tracer-bullet flow

  1. houdini_camera_light__create_light(light_type="distant", name="key_light")
  2. create_three_point_light_rig(name="studio_rig", key_intensity=1.2)
  3. aim_light_at_object(light_path="/obj/studio_rig/studio_rig_key", target_path="/obj/geo1")
  4. create_hdri_world(hdri_path="/path/to/studio.hdr", intensity=0.8)
  5. get_lighting_summary() → review all lights
  6. set_render_view_transform(view_transform="ACES 1.0 - SDR Video")
  7. set_light_rig_intensity(rig_group="/obj/studio_rig", intensity=1.5, multiply=true)
  8. Hand off to houdini-render for viewport capture / ROP render

Read the full file on GitHub · 71 lines

Changes

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.

  1. 11d ago First seen · 71 lines · 79 tokens per session scan A 86166b67c1a0

Subscribe to this mod's changes

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.

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