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.
In this repository26 other files it gives its agents.
- aftereffects-bridgeSkill
- aftereffects-scriptingSkill
- cinema4d-alembicSkill
- cinema4d-mcpSkill
- cinema4d-motion-trackerSkill
- cinema4d-particlesSkill
- cinema4d-redshiftSkill
- cinema4d-render-previewSkill
- cinema4d-riggingSkill
- cinema4d-takesSkill
- houdini-flipbookSkill
- houdini-mcpSkill
- houdini-network-layoutSkill
- houdini-pop-particlesSkill
- houdini-pyro-smokeSkill
- houdini-to-cinema4dSkill
- premiere-bridgeSkill
- project-notesSkill
- unreal-content-managementSkill
- unreal-editor-toolsSkill
- unreal-led-volume-rigSkill
- unreal-materials-pythonSkill
- unreal-mcpSkill
- unreal-sequencer-pythonSkill
- unreal-ultra-dynamic-skySkill
- vo-timingSkill
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
- Distinctive: line 27
After any session that used Houdini/Cinema 4D via MCP, or whenever something new is verified:
- Distinctive: line 28
Add gotchas/recipes ONLY if tested and working in a real scene.
- Very specific: line 30
Put each finding in the skill it belongs to (see the indexes in houdini-mcp and cinema4d-mcp).
- Very specific: line 32
Keep each SKILL.md under ~300 lines.
≈ “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.
Files
Particles → VDB surface
Surfacing particles as VDB blobs (verified)
dopimport (objpattern popobject1) → vdbfromparticles → vdbsmoothsdf → convertvdb → attribtransfer → nullvdbfromparticles:voxelsize≈ ⅓ of particle radius (0.004 for pscale 0.012),radiusscale1.4 so neighbours in a clump overlap and fuse,minvoxelradius1.0,bandwidthvoxels3.vdbsmoothsdf:operation='meanvalue',radius1,iterations3 — rounds the blobs.convertvdb:conversion='poly',adaptivity0.15,computenormals1.attribtransfer(input 1 = the particles):primitiveattribs=0,pointattribs=1,pointattriblist='Cd',kernelradius~2.5× pscale,maxsamplecount4 — 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:
connectivitySOP withconnecttype='prim'(default is point → no primclass), count prims per class. - When particle count changes, rescale
radiusscaleby (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:
- Add gotchas/recipes ONLY if tested and working in a real scene; mark anything else "(unverified)".
- Correct entries that proved wrong — don't append contradictions.
- Put each finding in the skill it belongs to (see the indexes in
houdini-mcpandcinema4d-mcp); project-specific facts go to that project's notes (seeproject-notes), never into a skill. - Keep each SKILL.md under ~300 lines; split into a new sub-skill or
references/when it grows. - 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.
Does it work?
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- It worked
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

