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 sideshowroberto/vfx-agent-toolkit --skill houdini-vex-programminggit clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote 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-vex-programming)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/houdini-vex-programming"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/houdini-vex-programming/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-vex-programming"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/houdini-vex-programming.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 | $0.00056 | $0.05533 |
| Opus 5.5 | $0.00022 | $0.02213 |
| Sonnet 5.5 | $0.00011 | $0.01107 |
| Haiku 4.5 | $0.00006 | $0.00553 |
Grade A, and why
houdini-vex-programming scanned grade A with 1 finding 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
vector curl = curlnoise(pos + @Time * chf("speed")); How it starts
The opening of the file, as written. The whole thing — 785 lines — stays where its author put it; the contents beside it link to each section on GitHub.
houdini-vex-programming
Version: 1.1.0 Last Updated: 2026-10-09 Dependencies: Houdini 20+
CRITICAL: MANDATORY FIRST STEP
ALWAYS understand VEX execution context:
// Check what you're operating on
// Point Wrangle: Runs once per point (@ptnum)
// Primitive Wrangle: Runs once per primitive (@primnum)
// Detail Wrangle: Runs once for entire geometry
// Vertex Wrangle: Runs once per vertex (@vtxnum)
// Print current element (helps debug)
printf("Processing element: %d\n", @ptnum); // In point wrangle
Why Critical:
- Context Matters: Wrong wrangle type = unexpected results or errors
- Performance: Running on points vs primitives has different costs
- Attribute Access: Some attributes only available in specific contexts (e.g., @vtxnum in vertex wrangle)
QUICK START
Most Common Use Case: Attribute Manipulation
Goal: Modify point positions or attributes using VEX
Step 1: Create Wrangle Node
Create Point Wrangle node in SOP network
Connect input geometry
Step 2: Write VEX Code
// Example: Move points up based on X position
@P.y += @P.x * 0.5;
// Add color attribute
@Cd = {1.0, 0.0, 0.0}; // Red color
// Create custom attribute
f@custom_scale = fit(@P.y, -5, 5, 0.5, 2.0);
Step 3: Verify Output
// Debug: Print values for first 10 points
if (@ptnum < 10) {
printf("Point %d: P=%v, scale=%f\n", @ptnum, @P, f@custom_scale);
}
Step 4: Check Geometry Spreadsheet
Open Geometry Spreadsheet (RMB on node -> Spreadsheet)
Verify new attributes exist: custom_scale, Cd
Check values are in expected range
Expected Output:
Points moved vertically based on X
All points have red color (Cd = 1,0,0)
custom_scale attribute ranges from 0.5 to 2.0
STANDARD WORKFLOWS
Workflow 1: Noise and Procedural Deformation
Use When: Creating organic variation, terrain, or animated effects
Steps:
- Basic Noise Pattern
Why: Displaces points along normals using Perlin noise// Point Wrangle // Simple noise displacement vector noise_pos = @P * chf("frequency"); float noise_val = noise(noise_pos); @P += @N * noise_val * chf("amplitude");
What ships with it
1 file 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 · 785 lines · 56 tokens per session scan A e430d7b53f42
houdini-vex-programming is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 56 tokens to every session and 5,533 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-11-02.
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