Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitnpx agentmods add skills/sideshowroberto/vfx-agent-toolkit/houdini-solaris-usdWrote 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/sideshowroberto/vfx-agent-toolkit/houdini-solaris-usd)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/houdini-solaris-usd"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/houdini-solaris-usd/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/sideshowroberto/vfx-agent-toolkit/houdini-solaris-usd"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/houdini-solaris-usd.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 | $0.00057 | $0.05737 |
| Opus 5.5 | $0.00023 | $0.02295 |
| Sonnet 5.5 | $0.00011 | $0.01147 |
| Haiku 4.5 | $0.00006 | $0.00574 |
Grade A, and why
houdini-solaris-usd 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 today.
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 — 833 lines — stays where its author put it; the contents beside it link to each section on GitHub.
houdini-solaris-usd
Version: 1.1.1 Last Updated: 2026-10-10 Dependencies: Houdini 20+, USD libraries
CRITICAL: MANDATORY FIRST STEP
ALWAYS verify USD stage context before operations:
# In Python LOP or Python SOP
from pxr import Usd, UsdGeom, Sdf
# Get stage from node
node = hou.pwd()
stage = node.editableStage() if hasattr(node, 'editableStage') else None
if not stage:
print("ERROR: No USD stage available")
else:
print(f"Stage root layer: {stage.GetRootLayer().identifier}")
print(f"Prim count: {len(list(stage.Traverse()))}")
Why Critical:
- Stage Required: USD operations need active stage context
- Layer Stack: Understanding layer composition prevents unexpected overrides
- Path Validity: Invalid USD prim paths cause silent failures
QUICK START
Most Common Use Case: Create USD Scene from SOPs
Goal: Convert SOP geometry to USD stage with materials and hierarchy
Step 1: Create SOP Geometry
[SOP Network]
- Grid -> Mountain -> Scatter -> Copy to Points
- Create geometry in /obj/geo1
Step 2: Create Stage and Import
[/stage Context]
v
SOP Import LOP
- SOP Path: /obj/geo1/copytopoints1
- Import Path Prefix: /World/geometry
- Primitive Kind: component
Step 3: Add Material
Material Library LOP
- Create Material: usdpreviewsurface1
- Base Color: 0.7, 0.5, 0.3
- Roughness: 0.8
v
Assign Material LOP
- Primitives: /World/geometry/*
- Material: /mtl/usdpreviewsurface1
Step 4: Set Hierarchy and Metadata
Configure Layer LOP
- Set Default Prim: /World
- Set Layer Comment: "Procedural scatter geometry"
v
Add Variant LOP (optional)
- Primitive Path: /World/geometry
- Variant Set Name: "detail_level"
- Variants: high, medium, low
Step 5: Export USD
USD ROP (Render Output)
- Output File: $HIP/usd/scene.usdc (binary) or .usda (ASCII)
- Save Style: Flattened Stage (bake all layers into one)
OR
Separate Layers (preserve layer stack)
What ships with it
2 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.
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.
- today First seen · 833 lines · 57 tokens per session scan A cfc398e82e42
houdini-solaris-usd is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 57 tokens to every session and 5,737 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-11-02.
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