That’s totally false. You will use only fraction of the nodes there is. If you are only using it for modeling then you will never touch DOPs .
VOPs is nothing but a visual language for VEX like Blueprint is for C++. Now VEX will give you more control, but you can get away by only using VOPs.
just know the basic concept of Context .
SOPs : Surface Operators , but apart from surface you have Volume Nodes here as well.
if you are into modeling knowing SOPs will be enough with some VOPs.
DOPs: Dynamic Operators or Simulation nodes, which mostly Houdini is famous for.
POPs : Particle Operator, used to be a separate thing, now a part of DOPs
SHOPs: Shader Operators, but since Houdini 16 it is obsolete.
ROPs : Render Operator
CHOPs : Channel Operators , or simply put if you want to animate you will use CHOPs.
VOPs : VEX network as I mentioned before.
COPs : Compositing Operators.
TOPs/PDG : Task Operators. To automate some stuff, but many artist will see no reason to use TOPs.
LOPs: Layout operators. Solaris. mainly to modify USD data.
To know Houdini at the fundamental level , just have the knowledge of Geometry & Data
Geometry Attributes : There are only 3 ( you can say 4) attributes to look for
1. Points 2. Vertices (similar to Points, but there is some difference) 3. Primitives ( Equivalent to Face) 4. Edge ( in Houdini Edge is not that important)
Data Types :
- Float: A number that allows decimal value
- Integer: Numbers without any decimal value
- String : Non numerical value, mainly words
- Vector : A collection of 3 numerical values
That is the fundamentals.
actually imo Houdini’s node system is much more clear compared to blender’s geometry or shader nodes , mainly because when you are dealing with nodes you are having a separate parameter windows which doesn’t clutter your node tree & you will have clear visual of what you are going to do.