In this tutorial, we examine curves in Houdini. Curves are an essential part of 3D modeling. Houdini has the unique ability to work between NURBS curves and polylines seamlessly. For instance, we can embed attributes along the parametric curve like UV with NURBS. We can then easily convert the curves to polylines, maintaining any attributes. We can then use VOPS or VEX-based methods for controlling new attributes. In addition, these can drive any number of things. The procedural control makes it possible to manipulate any attribute we want. The workflows outlined can handle stuff like object instancing, scale along the curve, or any number of other effects. It is also possible to maintain a consistent point count between the two types. Keeping a point count is imperative to creating good tools that can create objects at various resolutions. Houdini also has the typical curve tools. We examine how to set up standard operators. For example, standard operators are nodes like revolves and other curve-based effects, like sweep and carve.