Coming from Houdini or Geometry Nodes?
If you are arriving from Houdini or Blender Geometry Nodes, this page maps the vocabulary. The concepts translate well; the names differ.
Vocabulary map
| Houdini / Blender GN term | Infinio equivalent | Notes |
|---|---|---|
| Scatter SOP / Distribute Points on Faces | Scatter family: Surface Scatter, Spline Scatter, Grid Scatter, Polygon Scatter | Use filter nodes (Slope Filter, Density Mask, Proximity Filter) to restrict placement after scattering |
| Copy to Points / Instance on Points | Instancer (213), ForEach Spawn (916) | Instancer stamps one mesh at every spawn. ForEach Spawn runs a sub-graph at each spawn, so each instance can have its own graph logic |
| Fuse / Merge by Distance | Weld Vertices | |
| Line SOP / Mesh Line | (not yet shipped) | Planned; tracked for a future release |
| Resample SOP | Spline Scatter (613) | Distributes points evenly along a spline |
| Attribute Randomize | Random Rotation, Random Scale | Wire these after a scatter node to randomise orientation and size per instance |
| Ray SOP | Project To Surface | Drops spawn points onto a surface along a direction |
| Attribute Wrangle / Set Position | ForEach Spawn (916), per-point operation nodes | Per-point math is handled through the ForEach Spawn loop; direct attribute-wrangle-style point modification is a planned feature |
| Object Merge / Group | Sub Graph | Wire a sub-graph node in wherever you would Object Merge geometry from another network |
| Collapse to Subnet / Create Node Group | Convert to Subgraph | Select the nodes you want to collapse, right-click the selection, and choose Convert to Subgraph |
| Network back button | Breadcrumb row, click the parent name | Double-click a sub-graph node body to step in, or right-click it and choose Open Sub-Graph (same window) or Open Sub-Graph in New Window. The breadcrumb row at the top of the graph shows the nesting path; click a parent name to step back out |
| Boolean SOP | Polygon union, difference, and intersection operators | These operate on polygon outlines. For mesh-level boolean operations, use the CSG Mesh node |
| Noise SOP | FBm Noise, Voronoi Noise, Simplex Noise | Wire a Graph Seed parameter into the seed input to keep noise synchronized across all nodes in the graph |
| Smooth SOP | Smooth (geometry modifier) | |
| Transform SOP | Transform | |
| Merge SOP | Merge Geometry | Combines multiple geometry streams into one |
| Switch SOP | Branch (Geometry) | Selects one of two geometry inputs based on a true/false condition |
| For-Each loop (SOP) | Loop Begin + Loop End (geometry variant), ForEach Spawn, ForEach Polygon | Loop Begin/End for indexed repetition; For Each nodes for per-element iteration |
| Solver SOP | Not available | Multi-pass feedback loops across frames are not in scope for v1 |
| Labs Instant Meshes / Remesh | Not yet shipped | |
| xyzdist | Not yet shipped | Coming in a future release |
Searching by familiar names
The node search bar understands multi-word names. Type “distribute points on faces” or “merge by distance” to find the Infinio equivalent directly. Most Houdini and Geometry Nodes operation names resolve to the right node or return a close match.
A few Infinio-specific ideas
The graph compiles to a self-contained binary. There is no equivalent of Houdini’s HDA export or Blender’s “Apply” step. Saving the graph produces the binary immediately; a designer can tune it in the inspector without ever opening the graph.
Parameters are designer-facing knobs, not just node inputs. A Float or Vector3 parameter node exposes a value in the inspector, optionally with a min/max clamp and a scene handle. This is how you build a tool a designer can use without seeing the graph.
Wire colors tell you the data type. Red is geometry, cyan is spawns (points), mint is splines, orange is polygons. If a connection is rejected, the types do not match and you need a conversion node. See Shapes, points, geometry, splines: which and when for the full conversion table.