Generate beautiful procedural clouds in Three.js using WebGPU raymarching with WebGL2 billboard/mesh fallbacks. Covers all 10 major cloud genera (cumulus, stratus, cirrus, cumulonimbus, stratocumulus, altocumulus, altostratus, nimbostratus, cirrostratus, cirrocumulus) with physically-inspired lighting including silver…
Use when a level has performance, physics, or layout problems — combines editorstreamlog, scenevalidatephysics, and sceneexport hierarchical mode to find issues.
Use when the user asks to generate a new scene from scratch — coordinates moodboard → references → spatial planning → asset placement → physics validation → CLIP scoring.
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.
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.
Pipeline skill — viewport capture/flipbook plus ROP render settings and render execution through typed, runtime-aware tools. Exports report writtenfiles, elapsed time, and separate error/warning diagnostics without hanging the host. Pair with houdini-camera-light to set up cameras and lights first.
Generate procedural 3D landscapes and terrain in Three.js using WebGPU compute shaders with automatic WebGL2 fallback. Covers heightmap generation via FBM noise, ridged multifractal, and domain warping; chunked LOD terrain meshes; slope-based multi-material texturing; procedural water planes; atmospheric sky…
Use when designing a product change before building it — deciding whether it needs a BRD, PRD, UX note/XDS, or SD/SDD; authoring or amending those artifacts; writing user stories; designing journeys and interactions; choosing controls, states, failures, and recovery; reviewing the result; or handing product decisions…
Route multi-system Three.js WebGPU/TSL work to the smallest causal skill set. Use when a request spans multiple systems, needs shared pass/output ownership, or needs scene-wide performance coordination.
Solve bounded and coastal water in Three.js WebGPU/TSL. Use for parametric waves, local heightfields, bathymetric wave transport, wet/dry shallow water, two-way body coupling, external free-surface presentation, or water optics and offshore handoffs.
Generate procedural low-poly 3D models with Three.js and export them as glTF or GLB assets. Use when Codex needs to create browser-previewable low-poly props, terrain, rocks, trees, buildings, vehicles, collectibles, or simple game assets with flat shading, simple geometry, materials, export controls, and validation…
Generate low-color retro pixel-art sprites (1-bit up to 16 colors, Urizen/Kenney/PICO-8 style) as deterministic JSON recipes rendered via the bitloom API. Use when asked to create pixel art, sprites, tiles, or game icons in a constrained retro style.