For something like 'path' shelf setup, I think the best place to ask is Houdini 
forum, maybe there is someone from SideFX team able to say about reasons for 
such setup. Don't believe a lot of Houdini users use this thing.It is setup, by 
structure (not by functionality) similar to Maya shelf setups like Flow Path. 
It creates a bunch of SOP nodes and CHOPs, in order to get 'oriented' curve, 
suitable for calculating the orientation of objects constrained to path. By 
using MMB over 'ordinary' curve created by Line or Curve SOP, you'll see only 
the P (position) attribute, while last SOP in 'path object' displays calculated 
normal and few more. By the way, some created SOPs are old, deprecated versions.

      From: "Ponthieux, Joseph G. (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>
 To: "softimage@listproc.autodesk.com" <softimage@listproc.autodesk.com> 
 Sent: Wednesday, June 20, 2018 4:52 PM
 Subject: path vs curve
   
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#yiv5369676571 p.yiv5369676571MsoNormal, #yiv5369676571 
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1.0in 1.0in 1.0in;}#yiv5369676571 div.yiv5369676571WordSection1 {}-->So I think 
the question I should be asking is, is there a Houdini mailing list?    But 
putting that aside, the thing I really wanted to know is, what’s the practical 
difference between a path and curve in Houdini?    I’ve learned I can path 
animate on both, but each creates a “curve” in different ways and I’ve been 
unable to determine what might be common or similar between them. I’m finding 
paths to be very cumbersome because they create so many cv objects that are not 
part of a unified path object. I can see advantages to that but the 
disadvantage is that large paths are difficult to manage. And curves seem 
significantly difficult to edit with precision, at least easily compared to 
paths.    So whats the difference? Why one vs the other and what uses are they 
best for.          Joey ------
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