hou-vex
Skill40 starsChanged 5 months agoMITView on GitHub
Write VEX code for Houdini SOPs, DOPs, COPs, and shaders. Use when creating geometry manipulation scripts, particle systems, procedural modeling, shaders, or working with .vfl files, wrangles, or VOPs in SideFX Houdini.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- eltallerdepiyamas/claude-skillsword for word, first seen Nov 15, 2026
Other versions1 project uses a version of this.
Word for word · 1
- eltallerdepiyamas/claude-skills★ 0100% same
Edited · 0
None found.
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository7 other files it gives its agents.
- hou-pythonSkill
- hou-rsSkill
- sc-designerSkill
- td-glslSkill
- td-glsl-vertexSkill
- td-popsSkill
- td-pythonSkill
The file
We split this skill into the rules it gives an agent
9 rules. About 0 are common, 8 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈8
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 8
Write high-performance VEX code for geometry manipulation, simulation, and shading in Houdini.
- Very specific: line 24
@ Syntax: Use @ to access attributes (@P, @Cd, @N)
- Distinctive: line 60
Use: Deform, scatter, color
- Distinctive: line 64
Use: Primitive operations, extrusions
- Distinctive: line 68
Use: Global calculations, metadata
- Distinctive: line 72
Use: UV manipulation, vertex colors
- Distinctive: line 101
When providing VEX code, always include:
- Distinctive: line 105
Required Inputs: if any
- Distinctive: line 146
Use @ for attributes, not variable names
≈ “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
Houdini VEX Programming
Write high-performance VEX code for geometry manipulation, simulation, and shading in Houdini.
Quick Start
Basic Point Wrangle pattern:
// Access and modify point position
@P += @N * 0.1;
// Set color based on position
@Cd = normalize(@P);Critical Concepts
- @ Syntax: Use
@to access attributes (@P,@Cd,@N) - Type Prefixes: Specify types with prefixes (
v@,i@,s@,f@) - Context Matters: Code runs per-point, per-prim, or per-detail depending on wrangle type
- No Recursion: Functions are inlined by compiler
- Multi-threaded: Code runs in parallel automatically
Attribute Access
// Automatic type detection for known attributes
@P // vector - position
@N // vector - normal
@Cd // vector - color
@pscale // float - point scale
// Manual type specification for custom attributes
v@velocity // vector
i@id // integer
s@name // string
f@custom // floatCommon Patterns
See examples/PATTERNS.md for ready-to-use code:
- Point manipulation
- Neighbor operations
- Group creation
- Attribute transfer
- Noise displacement
- Particle systems
VEX Contexts
Point Wrangle: Runs per-point (most common)
- Access:
@ptnum,@numpt - Use: Deform, scatter, color
Primitive Wrangle: Runs per-primitive
- Access:
@primnum,@numprim - Use: Primitive operations, extrusions
Detail Wrangle: Runs once for entire geometry
- Access: Detail attributes only
- Use: Global calculations, metadata
Vertex Wrangle: Runs per-vertex
- Access:
@vtxnum,@numvtx - Use: UV manipulation, vertex colors
Essential Functions
// Geometry queries
int nearpoints(geometry; vector pos; float radius)
int neighbours(geometry; int ptnum)
vector point(geometry; string attr; int ptnum)
// Attribute creation
addpoint(geometry; vector pos)
removepoint(geometry; int ptnum)
setpointattrib(geometry; string name; int ptnum; value)
// Noise
float noise(vector pos)
vector curlnoise(vector pos)
vnoise(vector pos)
// Math
normalize(vector)
distance(vector, vector)
dot(vector, vector)
cross(vector, vector)Response Format
When providing VEX code, always include:
- VEX Code with comments explaining logic
- Wrangle Type (Point/Prim/Detail/Vertex)
- Required Inputs if any
- Expected Attributes that must exist
- Parameters to create if using
ch()functions
Common Functions
See reference/FUNCTIONS.md for complete API including:
- Geometry manipulation
- Attribute operations
- Math and vectors
- Noise and randomness
- Groups and selection
Best Practices
See reference/BEST-PRACTICES.md for:
- Performance optimization
- Memory efficiency
- Code organization
- Debugging strategies
Troubleshooting
See reference/TROUBLESHOOTING.md for solutions to:
- Type mismatch errors
- Attribute not found
- Performance issues
- Common syntax mistakes
Additional Resources
- examples/COMPLETE.md - Full procedural systems
- templates/ - Starter code for common tasks
- reference/CONTEXTS.md - Deep dive into each context
Key Differences from Other Languages
From Python:
- No recursion
- Strongly typed
- Runs per-element (parallel)
- Use @ for attributes, not variable names
From C/C++:
- Context-specific entry points
- No pointers
- Built-in vector/matrix types
- Automatic parallelization
From GLSL:
- Geometry manipulation focus
- Different attribute system
- More procedural modeling functions
- Different execution model
Does it work?
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