Lightwave introduced me to nodes and their potential and I have found working with the nodes in Houdini, comfortable if a bit different. SOPS nodes are fantastic and I'm loving what I've seen of CHOPS so far. The learning curve has been a little steep in some places, but now I'm getting the hang of using channel referencing and expressions, I'm starting to really enjoy myself

DOPS and POPS have been good fun also. So powerful, yet fairly accessible even for a Houdini noob - got to love the rigidbody glue object! The fluid and gas solver stuff is pretty daunting though. While undoubtedly powerful, the number of building blocks you need to make an effect come to life creates a steep learning curve IMO.
SHOPS - this is the hardest and most frustrating bit for me. I'm still hopelessly confused by the shaders. I wanted to wire a vex metal shader and a vex gsplatter together in some way, but couldn't find any information on this. Its seems to take ages to create a surface effect which takes five minutes in Lightwaves node editor.
That's as far as I've seen so far, not explored COPS or ROPS too much yet. So overall, Houdini HD has been the best $100 I spent this year and I'm sure it will continue to bring me hours of fun! But if there is one thing I would change, its the way textures and shaders are accessed. I would prefer to have a higher level access, so I can just plug things in like I can in Lightwave. Of course VEX shader builders should be there for the power user, but IMHO if Side Effects wants to continue attracting new users, then making the shading and rendering side of things easier and faster is perhaps the next area to focus on.
