Thanks guys..
…now its all clear.
Im just wondering - there are a few things that still puzzle me about Houdini and AmbOcc/GI/HDRI. ~( - this should probably be a new topic altogether )
So please be patient with a bit of a newbie alert!

1) Why is the ambient occlusion in Houdini a kind of dull grey - and whenever i see a render picture online from other Ambient Occlusion sources it is almost pure white with some dark occluded areas. Surely it should be more like this, as it is to calculate the occluded areas?
2) Using HDRI in a GI Shop - does this mean that it can theoretically replace all lighting, so you dont need any extra lights at all? - so…all image based calculations can be made from this as an environment map?
Or would u instead use it as a ambient environment (a pass for compositing?) to be combined with lights as well? Or can both these kind of things be done…what is common production practice?
3)Also - how do you know that the HDRI map is orientated the right way? I am guessing that is down to taking original photos of the reflective ball in the direction the camera is facing - but what about when camera moves are implemented?
4) how is ambient occlusion or HDRI implemented at the compositing stage? I assume it is multiplied by the diffuse pass, or is there other methods?
Anyway - sorry for such basic questions, they are just things that are nagging me at the moment.
Any comments would be much apprecated
Thanks again
J
PS - hey ed. Are you the same ed from
odforce.net/forum? Cheers if u are, you have been very helpful with my questions