
So if I create a .01m (1cm) cube in Maya, then import it to Houdini, it matches a default Houdini cube in dimensions:

The problem here is that I want a 1cm³ object to behave like a 1cm³ object in simulation–not like a 1m³ object, without having to adjust the physics themselves. I would like to be able to start with a real-world -9.8m/s² as my foundational gravitational constant, etc., instead of having to adjust gravity and mass significantly to make a simulation feel right. Is there any reliable way to
1.) Quickly set and measure scale to real-world standards, and
2.) Consistently create and import geometry to those standards without having to scale things to match?
Now, regarding that (and this is almost more important):
When I create a ground plane at Houdini default, it is smaller than when I set the unit to, say, centimeters.

So do I understand this correctly to mean that if you create a Houdini-default cube at a scale of 1m³, then set the scale to centimeters, it will adjust the physics to treat the original cube as though it is now 1cm³? Or does that have more to do with the individual Physical settings you give each object?
See, in Maya (which I'm learning effectively has its own way of measuring and exporting (in terms of units as opposed to actual measurements ), when you create a measuring tool and measure the distance between two points, then change the global scale, that measurement's numbers update immediately to match the new unit. In Houdini, the numbers remain the same:

PS—Please explain it to me like I'm five, if you can, since I'm very new to this, and I'm a very visual person..

Thank you!






