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-materialsSKILL.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:
create_materialx_node(material_path="/mat/materialx_pbr", node_type="mtlximage")houdini_lookdev__connect_shader(node_path=..., source_path=...)to wire the
node into the surface graph
inspect_materialx_graph(material_path="/mat/materialx_pbr")to read back the
node inventory, the input wiring and any node that is still unwired
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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Source
- SKILL.md in the repositoryCheckingmeshy-dcc-houdini/src/meshy_dcc_houdini/skills/houdini-materials/SKILL.md
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