Bring order to your Houdini projects. Scan, validate & hand off.
Hive is a browser-based Houdini project audit tool for artists, TDs and small studios: validate asset naming across HDAs and caches, standardise the $JOB folder structure, keep HDAs versioned, and hand off clean to Unreal or Unity. From A$9/mo; start with a 14-day free trial, no credit card. Nothing is uploaded; your project is scanned locally in your browser.
Naming, structure, HDA hygiene and engine handoff; checked the way Houdini studios and freelancers actually work.
Point it at a Houdini project folder in your browser (Chrome/Edge) or drag & drop, and it reads your real file tree; no upload, nothing leaves your machine.
Audit names across HDAs, geo/sim/VDB caches, textures, USD layers and scripts against your studio convention, with one-click fix suggestions.
Check the project against the standard $JOB folder layout; geo, render, comp, hda, scripts and more; and flag missing or stray directories.
Build an inventory of your HDAs/OTLs with version detection; surface duplicate versions, out-of-date definitions and orphaned assets nothing references.
Flag exports; meshes, textures, USD; whose names don't match Unreal or Unity conventions, so what you ship drops into the engine clean.
Export CSV and PDF reports of naming issues, structure gaps and HDA versions; clean documentation for clients, supervisors and handover.
Geo, VDB and sim caches grouped into sequences and versions; disk usage per cache, missing frames, stale (superseded) versions you can archive, and the biggest offenders eating your drive. Names and sizes only; nothing is opened.
.usda) dependency resolver.usda is plain-text USD, so we resolve it in your browser: every sublayer, reference, payload and asset path, each marked portable or absolute, with resolve status against your folder, plus a collect-files list for a Solaris handoff.
Why won't your HDA load? Parse houdini.env and packages/*.json and flag it: a HOUDINI_PATH with no &, paths that don't resolve, duplicate or disabled packages, and absolute local paths that won't move to another machine.
From a single freelancer to a busy FX team; keep every project to the same standard.
Enforce the studio naming convention and the standard $JOB structure, and catch duplicate HDA versions and orphans before they reach a shot.
Keep geo/sim/VDB caches, textures and render outputs named consistently so versions stay clear and nothing gets lost between iterations.
Small and mid VFX & motion studios and solo artists get audit-ready reports and engine-handoff checks for tidy client delivery to Unreal/Unity.
A clean project starts with a consistent $JOB folder tree. Hive scans your Houdini project and checks it against a standard structure, so caches, HDAs, renders and exports always land where the next artist and the render farm expect them.
It validates the folders a Houdini pipeline relies on - geo, sim, cache, render, hda, otls, scripts, tex, usd, abc, fbx, comp - and flags files that drifted into the wrong place. A recommended layout looks like this:
$JOB/
geo/ cached geometry (.bgeo.sc)
sim/ simulation caches
cache/ misc caches (flip, pyro)
render/ Mantra / Karma output
hda/ digital assets in use
otls/ legacy .otl libraries
scripts/ python / hscript
tex/ textures
usd/ USD stages and layers
abc/ Alembic exchange
fbx/ FBX / engine exchange
comp/ comp output
Need to create a clean tree from scratch? The free Houdini VEX Lab includes a Houdini $JOB project folder generator; use Hive to audit an existing project against it. Read the $JOB folder structure guide →
Digital assets are where a Houdini project quietly rots. Hive inventories every HDA and OTL a project references and flags the version problems that break scenes on another machine: duplicate HDA versions, old .otl libraries still loaded, missing referenced asset libraries, artist-local HDAs that only exist on one box, and inconsistent namespace or version naming.
The result is a portability report: you know a scene will open with the right asset definitions before you hand it over, not after a collaborator opens it to a wall of unknown-operator errors. See the HDA versioning checklist →
SideFX's own File Cache documentation warns that constructed file paths can collide when node names are not meaningful or unique. Hive checks your cache names for exactly that risk across .bgeo, .bgeo.sc, .vdb, .abc and .usd outputs.
It flags sim and geo caches with missing version tokens, names that will collide, and outputs that skip your shot / asset / task convention, so two caches never overwrite each other and every file says what it is. Consistent cache naming is the difference between a re-cache and a clean reuse. Read about geo, sim, VDB and USD cache naming →
Assets that are clean in Houdini can still break in an engine. Hive checks the mesh, texture, USD and cache exports headed for a game engine and flags names that do not match Unreal or Unity conventions before they land in the project.
That covers Houdini to Unreal naming (SM_/T_/M_ prefixes, folder structure), Houdini to Unity export structure, USD export naming and VDB/cache delivery checks - so a Houdini Engine handoff opens tidy in the engine instead of as a pile of MyGeo1 imports. Houdini to Unreal checklist → · Houdini to Unity checklist →
Cache sprawl, not project files, is what fills a studio's storage. Hive groups your geo, VDB and sim caches into sequences and version families and ranks them by disk usage, so the biggest offenders surface in seconds. It flags stale (superseded) versions you can archive, missing frames from a sim or render that didn't finish, and totals disk per cache - reading file names and sizes only, nothing opened.
Turn "the drive is full again" into a five-minute triage: keep the current version, archive the dead ones, reclaim the space. See the cache & sim disk report →
A USD stage is a web of sublayers, references and payloads pointing at other files - and one wrong path opens it broken. Because .usda is plain-text USD, Hive resolves it in your browser without opening Houdini or USD: every sublayer, reference, payload and asset path, each marked portable or absolute, with resolve status against the scanned folder.
It then builds a collect-files list - every layer and asset the stage needs - so a Solaris handoff arrives complete instead of full of missing references. Read about the USD dependency checker →
Why won't your HDA or tool load? It almost always starts in houdini.env or a package JSON. Hive parses both and flags the config mistakes that break a setup: a HOUDINI_PATH set without the & token (which drops Houdini's defaults), unresolved paths, duplicate or disabled packages, and absolute local paths that won't move to another machine.
The payoff is a reproducible studio setup - onboarding a new artist or render node becomes "make it pass the check". Paste a houdini.env or scan a workstation folder. See the houdini.env & packages checker →
Every plan starts with a 14-day free trial - no credit card required; we only ask for payment when your trial ends. Solo is billed monthly; team plans annually (one month free) or monthly. Cancel anytime, no lock-in.
1 seat · solo artists
14-day free trial · no card required
Up to 5 seats
$869 billed annually 1 month free
Up to 20 seats
$2,189 billed annually 1 month free
All plans start with a 14-day free trial; no credit card; payment is collected only when the trial ends. Prices in AUD: Solo is billed monthly; team plans annual includes one month free, monthly billed each month.
Scan a Houdini project folder, validate asset naming across HDAs and caches, check the standard $JOB structure, inventory HDAs with version and orphan detection, run an engine-handoff check and export reports; all in your browser.
Houdini 19.5 through 20.5. Because it works on your project's folder layout and file names rather than a specific build, it's not tied to one version.
No. It doesn't open or read the internals of .hip/.hiplc scenes and it doesn't run inside Houdini. It validates names, the $JOB structure and HDA versioning on disk; never what's inside your scene.
Yes; the Cache & Sim Disk Report groups geo/VDB/sim caches into sequences and versions and reports disk per cache, missing frames, stale (superseded) versions to archive, and the biggest offenders. Names and sizes only; nothing is opened.
Yes; .usda is plain-text USD, so Hive resolves it in your browser: every sublayer, reference, payload and asset path, portable or absolute, with resolve status, plus a collect-files list for a Solaris handoff.
Yes; it parses houdini.env and your packages/*.json and flags what stops HDAs loading; a HOUDINI_PATH with no &, paths that don't resolve, duplicate or disabled packages, and absolute local paths that won't move.
Scanning a real project folder uses the File System Access API, so it needs Chrome or Edge. Other browsers fall back to a file picker.
In your browser (localStorage). We never upload the contents of your project; only your account and subscription status, via Supabase and Stripe.
Yes; every plan starts with a 14-day free trial that needs no credit card; we only ask for payment when your trial ends. Solo is A$9/month for one seat; Studio and Enterprise add team seats.
Start your 14-day free trial; no credit card; and keep naming, structure and HDAs clean and ready to hand off.
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