Showing posts with label node name. Show all posts
Showing posts with label node name. Show all posts

Wednesday 14 September 2022

filename using digits of the node

 use case - you have many texture nodes, eg. Texture1, Texture2,Texture3.....

You want to automate the filename being loaded & use the number contained within the node name.

To do this we can use a combo of expressions -

//server/jobs/build/ion/textures/flooring/tile_`padzero(2,opdigits("$OS"))`.jpg

where the texture node is Texture5 becomes

//server/jobs/build/ion/textures/flooring/tile_05.jpg

So if we copy and paste this many times, it will update to tile_06, tile_99 etc...


padzero(2, SOMETHING) - pads the value SOMETHING with up to TWO zeroes. 5 becomes 05, 99 stays as 99.

opdigits("whatever") - returns the numbers of "whatever". In the example above, I use the $OS expression to get the name of the node itself-  ie; Texture5, so we get back 5. The padzero makes it 05.

these bits are enclosed with backticks  ` `, to execute the expressions.

Friday 31 January 2020

Getting the name of the parent node

Sometimes you'll need the name of the parent/container node that you're working in. It might be a "car_01" or something like that.

What you need to do is trick a wrangle into using houdiniscript. We do this by creating a parameter/channel and then typing in the script we wish to run, enclosed with backticks ` `

opname is the function we want to run and .. will get us up a level.
so in the wrangle use

s@string_name=chs("whatever");

hit the create-channel-box button, then type this in it

`opname("..")`

you now have a string value of the parent node that you could strip/atoi, whatever.