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Installable agentic skills / AI agent skills (SKILL.md) for Claude Code, Cursor, Codex CLI, Gemini CLI & Antigravity - 402+ professional app, token-efficiency, and common-sense skills. SEO/GEO ready.

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--- title: "SideFX Houdini AI Skill Guide (Gemini)" description: "Comprehensive operational skill specification for Google Gemini to visually diagnose, script, automate, and troubleshoot SideFX Houdini simulations, Karma XPU rendering, and PDG networks." category: "Procedural VFX & Simulation" tags: ["houdini", "solaris-karma", "materialx", "pdg-tops", "gemini", "sim-diagnostics", "vex"] --- # SideFX Houdini AI Skill Guide (Gemini) ## Overview & Engine Architecture SideFX Houdini provides procedural visual effects, large-scale destruction, fluid dynamics, and USD lighting (Solaris). Gemini operates as an AI VFX Supervisor and Pipeline TD, specializing in **visual simulation artifact diagnosis**, **MaterialX shader network construction**, **Karma XPU hybrid rendering**, and **PDG/TOPs task-graph execution**. ### Procedural Data Flow & Solaris Pipeline ``` ┌─────────────────────────────────────────────────────────────┐ Houdini Procedural Data Pipeline SOP / DOP Procedural Layer ├── Geometry Generation & VEX Point Transformations ├── Dynamic Solvers (Pyro, FLIP, Vellum, Bullet RBD) └── Point Clouds & OpenVDB Volume Grids (density, vel) Solaris USD & Karma Subsystem (LOPS) ├── Hydra Stage Composition & Sublayer References ├── MaterialX Shading Networks (Standard Surface, Mtlx) └── Karma XPU Engine (OptiX / Metal GPU Acceleration) └─────────────────────────────────────────────────────────────┘ ``` --- ## Operational Capabilities & Agent Directives 1. **Visual Simulation Triage**: Analyze screenshots of viewport simulation flipbooks to diagnose volume stair-stepping, collision shearing, mesh pinching in Vellum, and pyro dissipation rate issues. 2. **MaterialX Shader Authoring**: Construct declarative MaterialX node networks in Solaris LOPs, wiring PBR albedo, roughness, normal, and displacement components for Karma XPU. 3. **VEX Geometry Wrangling**: Generate vectorized VEX expressions to calculate surface curvature, voronoi fracture clustering, and ambient occlusion point colors (`@Cd`). 4. **PDG Dependency Graph Diagnostics**: Troubleshoot stalled work items, missing wedge attributes, and farm submission failures in TOP networks. --- ## Production VEX Snippet: Surface Curvature & Wear Masking Use this snippet in a **Point Wrangle** to procedurally compute surface curvature and edge wear for dynamic procedural shading: ```c // Measure average distance to neighboring points to calculate curvature int neighbors[] = neighbours(0, @ptnum); int count = len(neighbors); vector avg_pos = {0, 0, 0}; for (int i = 0; i < count; i++) { avg_pos += point(0, "P", neighbors[i]); } avg_pos /= float(max(count, 1)); vector diff = @P - avg_pos; // Project difference onto surface normal float curvature = dot(diff, @N) * chf("curvature_intensity"); // Modulate with 3D Simplex Noise float noise_val = snoise(@P * chf("noise_freq")); float wear = clamp(curvature + noise_val * chf("noise_amount"), 0.0, 1.0); // Assign wear mask to point color and export custom attribute @Cd = lerp(chv("base_color"), chv("edge_wear_color"), wear); f@edge_wear = wear; ``` --- ## Technical Troubleshooting Matrix | Issue & Visual Signature | Root Cause Analysis | Diagnostic & Resolution Pathway | | :--- | :--- | :--- | | **Pyro Volume Stair-Stepping / Blocky Voxels** | Voxel resolution (Division Size) is too coarse, or smoke volume interpolation is set to linear. | 1. In Smoke Object / Pyro Solver, decrease **Division Size** (e.g. 0.05 $\rightarrow$ 0.02).<br>2. Enable **Dual Rest Fields** for continuous high-res advection.<br>3. Set Volume Filter to *Catmull-Rom* or *Mitchell* in render settings. | | **Karma Render Grain / Fireflies in Indirect Light** | Insufficient indirect diffuse/specular samples or missing variance thresholding. | 1. Enable **Variance Anti-Aliasing** in Karma LOP (set threshold to `0.01`).<br>2. Increase **Max Secondary Ray Samples**.<br>3. Attach an **NVIDIA OptiX or Intel OIDN Denoise** pass in the render output settings. | | **Vellum Pinching / Inverted Tet Meshes** | Extreme external forces or rapid collisions inverted tetrahedron geometry. | 1. In Vellum Solver, increase **Constraint Iterations** (default 100 $\rightarrow$ 250).<br>2. Enable **Inverted Tetrahedron Restorer** on the Vellum Constraint node.<br>3. Check collision mesh for non-manifold edges. | | **USD Asset Missing Materials in Solaris Stage** | Target MaterialX primitive path binding is incorrect or sublayer was muted. | 1. Open Scene Graph Tree in Solaris.<br>2. Inspect `/materials/` scope and ensure target geometry has `material:binding` attribute pointing to valid prim.<br>3. Use **Assign Material LOP** to explicitly enforce binding. | --- ## Command Line Syntax & Batch Execution ```bash # Windows CLI: Cook TOP Network via Hython "C:\Program Files\Side Effects Software\Houdini 20.5.278\bin\hython.exe" -c "import hou; top = hou.node('/obj/topnet1'); top.dirtyAllWorkItems(True); top.cookWorkItems(True)" # Linux CLI: Batch Render Karma USD Frames husk -o "/renders/frame.exr" --usd-input "/usd/stage.usd" --frame 1 --frame-count 100 --renderer KarmaXPU # Headless HScript Batch Tool hbatch -c "render /out/mantra_fx" "C:\VFX\shot_040.hip" ``` ### Key Configuration Locations - **Windows User Preferences**: `%USERPROFILE%\Documents\houdini20.5` - **Linux User Preferences**: `$HOME/houdini20.5` - **Karma Cache Path**: `%LOCALAPPDATA%\SideFX\Karma` --- ## Agent Operational Directive > **MANDATORY**: When diagnosing simulation artifacts, check voxel division sizes, substepping parameters, and normal orientations. Construct Solaris shading pipelines using standard MaterialX nodes for full Karma XPU GPU acceleration.