Houdini's not so different as people sometimes imagine; it's easy to get bogged down by all the operators and the UI, but under the surface all 3D applications do the same things. The hardest part here is that you have to think for yourself a little bit more - that's the price of flexibility: fewer canned effects. Think of Houdini as a sandbox - lots of toys, and lots of freedom to build stuff with them… but it does take perseverance and a lot of patience, and sometimes you have to unlearn old habits to learn new ones.
Bo Ba
1. How can I dynamically run a constant length sweep nurb (c4d term) along a spline.
2. My spline has lots of segments (again, c4d term). In c4d I can iterate through the segments using xpresso, and use them as standalone splines in a loop. Can I do the same in Houdini (I don't want to break my spline into individual splines before bringing it into Houdini, since it will complicate the whole workflow, which is now C++ => C4d => Houdini.
Sweep SOP. Mantra can also render curves: see the Next Steps foliage tutorial for grass as splines.
Segments as you'll expect them are edges in Houdini. These aren't a specific geometry type like they are in other applications. You can access them, but they're a property of primitives (a quad primitive has 4 edges, which are described as point pairs). This is a little bit outside the bare basics, so I'd suggest working on mastering small things and work your way upwards (or outwards, depending on your perspective).
The attached shows sweeps, using particles and points as sources for curves - try plugging your curve into the network.
For further reading, I'd strongly recomment going through the docs, which are pretty good (could be better) and can orient a new user to the systems and concepts of working in Houdini.
For modelling fundamentals in particular:
http://www.sidefx.com/docs/houdini12.5/model/ [
sidefx.com]