meshy-dev/meshy-dcc-adapters/houdini-materials

Claude Code and agent skill by meshy-dev/meshy-dcc-adapters

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Authoring skill - create and assign Houdini materials, including typed MaterialX PBR networks for Karma. Use when building lookdev/material workflows from color, roughness, metallic, normal, or displacement maps. Not for generic node graph edits.

Install

npx vskill@latest install meshy-dev/meshy-dcc-adapters/houdini-materials

SKILL.md

houdini-materials

Authoring an arbitrary MaterialX graph

build_materialx_pbr produces a fixed standard-surface material. To go beyond that preset, add nodes into the MaterialX subnetwork and wire them with the existing lookdev tools:

  1. create_materialx_node(material_path="/mat/materialx_pbr", node_type="mtlximage")
  2. houdini_lookdev__connect_shader(node_path=..., source_path=...) to wire the

node into the surface graph

  1. inspect_materialx_graph(material_path="/mat/materialx_pbr") to read back the

node inventory, the input wiring and any node that is still unwired

  1. validate_materialx_pbr(material_path=...) to confirm the material still

compiles for Karma

inspect_materialx_graph inspects structure only: it reports validation_scope="graph_structure" and compiled=false, because reading a node list does not tell you whether the material renders.

Typed material authoring for Houdini scenes. Use create_material for material network nodes and assign_material for renderable OBJ/SOP nodes with a material path parameter. Use build_materialx_pbr for a complete MaterialX Builder with standard-surface, normal-map, and displacement outputs, then call validate_materialx_pbr before assignment or rendering.

build_materialx_pbr treats base color as color data and roughness, metallic, normal, and displacement as raw data by default. It removes the newly created subnet if any node or connection fails; it never replaces an existing material.

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