Install
$ agentstack add skill-rheadsh-audiovisual-production-skills-hou-vex ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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 // float
Common Patterns
See [examples/PATTERNS.md](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](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](reference/BEST-PRACTICES.md) for:
- Performance optimization
- Memory efficiency
- Code organization
- Debugging strategies
Troubleshooting
See [reference/TROUBLESHOOTING.md](reference/TROUBLESHOOTING.md) for solutions to:
- Type mismatch errors
- Attribute not found
- Performance issues
- Common syntax mistakes
Additional Resources
- [examples/COMPLETE.md](examples/COMPLETE.md) - Full procedural systems
- [templates/](templates/) - Starter code for common tasks
- [reference/CONTEXTS.md](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
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: rheadsh
- Source: rheadsh/audiovisual-production-skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.