Camera Proximity Toolkit for Houdini Indie
Camera Proximity Toolkit for Houdini Indie
Make every shot lighter, cleaner, and render‑ready.
Calibrate particles and volumes, cull heavy geometry outside your camera frustum, and generate render‑perfect ocean grids — with three black‑boxed HDAs built for speed, simplicity, and production.
🎯 Why this toolkit
- Particles/dust invading the camera? Clip or attenuate them by distance.
- Slow sims from huge environments? Cull out‑of‑view geo and switch to VDB proxies.
- Wasting time with oversized ocean planes? Auto‑size grids to exactly what the camera sees.
Every tool is camera‑aware, updates per‑frame, and keeps your scene lean in viewport and render.
🔧 What’s inside
1) Calibrator HDA
Camera‑driven attribute control for particles & volumes
- Dynamic controls – remap, ramp, or clamp any attribute/field by camera distance (e.g., pscale, density, emit, opacity).
- Camera‑based clipping – set near/far clip bands per‑input or globally to fade, kill, or isolate content.
- Works with animated cameras – evaluates per‑frame for robust results in moving shots.
- Per‑input overrides – choose global settings or custom clips per stream/VDB.
- Friendly previews – in‑viewport guides for quick dialing.
Use cases: fade dust near lens, thin out particle counts close to camera, reduce VDB density at distance, isolate hero volumes inside a focus band.
2) Set Culling
Cull out‑of‑frustum geometry & make fast collision proxies
- Frustum culling – keep only what’s in frame; optional margin/padding.
- Auto VDB conversion – generate lightweight SDF proxies for collisions and lookdev.
- Scene trimming – instantly reduce massive environments without sacrificing in‑frame detail.
- Collision‑ready – export proxies for faster sims.
Use cases: trim city/forest sets to camera view, convert high‑poly assets to VDB for collisions, accelerate layout & FX iteration.
3) Ocean Plane Generator
Camera‑sized ocean surfaces that render fast
- Frustum‑aligned grid – covers only what the camera sees (with padding controls).
- Adaptive resolution – match grid density to shot scale and camera distance.
- Render‑friendly – no infinite planes, fewer subdivisions, cleaner bounds.
- Works in Karma & Mantra – plug into your existing shading/FX workflow.
Use cases: hero‑frame ocean surface for plates or full‑CG, tight turnarounds where layout must be camera‑accurate.
🚀 Key benefits
- Save render time – remove particles/geo/grids you’ll never see.
- Boost performance – lighter caches and faster collisions.
- Production‑ready – tested with Houdini 21.0; camera‑aware by default.
✅ Compatibility & requirements
- Houdini: 21.0 (Indie/Apprentice).
- Renderers: Karma & Mantra supported out of the box.
- OS: Windows & Linux (tested); macOS not officially supported.
- Black‑boxed: HDAs are locked for stability.
FX/Studio users: Need a commercial license? Email support@chakshuvfx.com.
📦 What you get
- 3 HDAs: Calibrator, Set Culling, Ocean Plane Generator (black‑boxed)
- Example .hip files
- Quickstart guide (PDF)
- Package JSON for simple install
📥 Install (Packages)
- Copy the provided
.jsonto your$HOUDINI_USER_PREF_DIR/packagesfolder. - Restart Houdini.
- Drop the HDAs from the tab menu and start calibrating/culling/generating.
🖥️ License types
- Houdini Indie/Apprentice: one‑time purchase.
- Houdini FX/Studio: contact support@chakshuvfx.com for studio pricing.
❓ FAQ
Does it work with animated cameras?
Yes. All tools evaluate every frame and react to camera motion.
Can I dive inside the nodes?
No. The HDAs are black‑boxed to keep them stable and easy to update.
Will it break my sim/rig scale?
Tools are scale‑aware; add padding where needed and preview with guides.
Can I use the culling outputs for collisions?
Yes. The Set Culling HDA can emit VDB SDFs for collisions/lookdev.
Does the ocean plane include shading?
It outputs a well‑sized surface; plug your preferred ocean shader/displacement.
Which attributes can the Calibrator control?
Any numeric attribute or volume field (common: pscale, density, emit, custom masks).
🧪 Best‑practice tips
- Add a small frustum padding for fast camera moves.
- Preview with low res first; crank resolution once framing is locked.
- Use per‑input overrides in Calibrator for hero vs background streams.
- Cache culled/converted outputs to keep scenes lightweight.
📣 Changelog
- Initial Indie/Apprentice release for Houdini 21.0.
🛠 Support
Questions or studio licensing: support@chakshuvfx.com
Access to GitHub Repository