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You can find more options for manual operation or possible debugging below, however, the above usage should be enough to accomplish installation of your custom nodes.
Namespace
-s pxr
Version
-V 2.0
Verbose
-v
'''Usage: args2hda.py [options] argsfile1 [argsfile2...] This program parses an args file from Pixar's RenderMan and creates hda files
which allow the shader to be accessed easily in Houdini.Options:
-v Verbose
-o Dump associated obj files
-l hdafile Create a Houdini Digital Asset (HDA) for a single
shader.
-d dsfile Create a ds (dialog script) for a single shader.
-L hdafile Add shaders to a library of digital assets (one hda for all shaders)
-N label For a single .args file, specify the label in the menu
-C icon For a single .args file, specify the name of the icon
-c iconfile For a single .args file, specify icon file path that will be embedded in hda
-p path Path to find the shader when rendering. This path becomes
the Shader Name property of the hda.
-m menu TAB submenu path
-O Keep original names instead of casting to lower case.
-s namespace
-V version hda version
'''
Output
-l hdafile, create a hdafile for a single shader
-L hdafile, add shaders to a library of digital assets (one hda for all shaders)
-d dsfile, create a dialog script for a single shader
Label
-N label, only valid when script called on a single file
Path
-p path, path to find the shader when rendering. This path becomes the shader name property of the hda.
Icon
-C file, icon must already exist in HOUDINI_PATH
-c path, path to icon file to be in embedded in hda
Menu
-m MyCustomNodes
Original Names
-O, keep original names
Namespace
-s pxr
Version
-V 2.0
Verbose
-v