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Coming from Houdini or Geometry Nodes?

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 termInfinio equivalentNotes
Scatter SOP / Distribute Points on FacesScatter family: Surface Scatter, Spline Scatter, Grid Scatter, Polygon ScatterUse filter nodes (Slope Filter, Density Mask, Proximity Filter) to restrict placement after scattering
Copy to Points / Instance on PointsInstancer (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 DistanceWeld Vertices
Line SOP / Mesh Line(not yet shipped)Planned; tracked for a future release
Resample SOPSpline Scatter (613)Distributes points evenly along a spline
Attribute RandomizeRandom Rotation, Random ScaleWire these after a scatter node to randomise orientation and size per instance
Ray SOPProject To SurfaceDrops spawn points onto a surface along a direction
Attribute Wrangle / Set PositionForEach Spawn (916), per-point operation nodesPer-point math is handled through the ForEach Spawn loop; direct attribute-wrangle-style point modification is a planned feature
Object Merge / GroupSub GraphWire a sub-graph node in wherever you would Object Merge geometry from another network
Collapse to Subnet / Create Node GroupConvert to SubgraphSelect the nodes you want to collapse, right-click the selection, and choose Convert to Subgraph
Network back buttonBreadcrumb row, click the parent nameDouble-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 SOPPolygon union, difference, and intersection operatorsThese operate on polygon outlines. For mesh-level boolean operations, use the CSG Mesh node
Noise SOPFBm Noise, Voronoi Noise, Simplex NoiseWire a Graph Seed parameter into the seed input to keep noise synchronized across all nodes in the graph
Smooth SOPSmooth (geometry modifier)
Transform SOPTransform
Merge SOPMerge GeometryCombines multiple geometry streams into one
Switch SOPBranch (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 PolygonLoop Begin/End for indexed repetition; For Each nodes for per-element iteration
Solver SOPNot availableMulti-pass feedback loops across frames are not in scope for v1
Labs Instant Meshes / RemeshNot yet shipped
xyzdistNot yet shippedComing 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.