
Here is how I built this small, but very handy tool that I use for pretty much all my projects!
I often want to have a normalized gradient over the width/length/height of a geometry. To achieve that, you have to get the min/max position of the mesh, and put it into a fit() function.
Looking up the min/max position inside the geometry spreadsheet made me feel silly, so I wrote a small tool that automated that process for me!

Often times, I save the gradient to a vertex channel, so I can use this information inside a material in Unreal. When I create meshes for realtime VFX, I almost always apply do this, it comes in handy for so many things.
And that's the beauty of Houdini and my personal rule: if something bugs you more than twice - just create a tool that fixes it :)