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dima-rdnvdima-rdnv/claude-skills/houdini-vdb-surfacing/SKILL.md

houdini-vdb-surfacing

Skill2 starsChanged 6 days agoMITView on GitHub

Turning Houdini particles into VDB surfaces/blobs (vdbfromparticles → vdbsmoothsdf → convertvdb → attribtransfer), with verified settings, blob-count diagnostics and how to rescale when particle count changes. Use when visualising particles as liquid/blobs/meshes or preparing VDB meshes for export. Load with houdini-mcp.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    After any session that used Houdini/Cinema 4D via MCP, or whenever something new is verified:

    line 27
  2. Distinctive:

    Add gotchas/recipes ONLY if tested and working in a real scene.

    line 28
  3. Very specific:

    Put each finding in the skill it belongs to (see the indexes in houdini-mcp and cinema4d-mcp).

    line 30
  4. Very specific:

    Keep each SKILL.md under ~300 lines.

    line 32

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Particles → VDB surface

Surfacing particles as VDB blobs (verified)

dopimport (objpattern popobject1) → vdbfromparticles → vdbsmoothsdf → convertvdb → attribtransfer → null
  • vdbfromparticles: voxelsize ≈ ⅓ of particle radius (0.004 for pscale 0.012), radiusscale 1.4 so neighbours in a clump overlap and fuse, minvoxelradius 1.0, bandwidthvoxels 3.
  • vdbsmoothsdf: operation='meanvalue', radius 1, iterations 3 — rounds the blobs.
  • convertvdb: conversion='poly', adaptivity 0.15, computenormals 1.
  • attribtransfer (input 1 = the particles): primitiveattribs=0, pointattribs=1, pointattriblist='Cd', kernelradius ~2.5× pscale, maxsamplecount 4 — surface inherits the particle colour ramp.
  • Verified on 10k particles: ~0.15 s/frame, 50–65k polys; 20k: ~0.2 s/frame, ~115k polys.
  • Judge fusing by blob count and the largest blob's share of polys: connectivity SOP with connecttype='prim' (default is point → no prim class), count prims per class.
  • When particle count changes, rescale radiusscale by (density ratio)^(-1/3). Verified: doubling to 20k at 1.4 fused 70% of the fuel into one body; 1.4 × 0.79 ≈ 1.1 gave 237 blobs, largest 20% (10k at 1.4: 112 blobs, largest 24%).

Keeping this skill current

After any session that used Houdini/Cinema 4D via MCP, or whenever something new is verified:

  1. Add gotchas/recipes ONLY if tested and working in a real scene; mark anything else "(unverified)".
  2. Correct entries that proved wrong — don't append contradictions.
  3. Put each finding in the skill it belongs to (see the indexes in houdini-mcp and cinema4d-mcp); project-specific facts go to that project's notes (see project-notes), never into a skill.
  4. Keep each SKILL.md under ~300 lines; split into a new sub-skill or references/ when it grows.
  5. Re-package every changed skill (keep names) and, if the skills live in a git repo, commit and push. Tell the user in one line what changed.

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