This:
http://www.freelance-animation.com/newwebpage/tutorials/uvmapping.html [freelance-animation.com]
is a really interesting way to create a UV map. Basically the author copies the chunk of geometry he wants to UV, then uses the modeling tools stretch/flatten it out, then makes a planar UV map, and then transfers that back to the original. Is this possible in Houdini? I can envision branching off of the last node, adding a bunch of edit SOPs to modify the geometry and then add a UVTexture node to get a UV map. However would this still be in effect for the main branch of the network? Is there another way?