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About gerardocastellanos

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  1. python code in a shelf buttom

    Hi, I am new scripting for Houdini I made an script in python, I tested on "python source editor" window... it works So I decide to make a shelf buttom in order to store it and apply it later on. I put my code into the script tab and field, define python as my language. but when I click in my buttom, it says this error message: this is my code import hou for n in hou.selectedNodes(): for p in n.parms(): if len(p.keyframes()) > 0: exp = p.expression() exp = exp.replace("L_", "R_") p.setExpression(exp) what I did wrong? thanks you
  2. vector on detail (VEX)

    great!.. thanks for your help
  3. vector on detail (VEX)

    opps.. my mistake, I tough it was vex... really thanks you a lot for your support.
  4. vector on detail (VEX)

    Thanks a lot for your answer but I am working in a parameter of a node, I can not write multiple lines code. and I am using relative paths because it is a asset, and I want to re-use it in others places and scenes. thanks you again
  5. vector on detail (VEX)

    Hi everybody I want to use the "detail" function as an expression in a node parameter to read a vector component. detail("../sourceData","color.r",0) but it does not work. I tried "color.0", same result when I use just "color", it reads something, an average could be, anyway I just want to read one component of a vector value. how can I do that? thanks you.
  6. deleting points

    thanks you!!!
  7. deleting points

    how can I delete points that do not belong to any primitive?
  8. active node in asset

    Hi I am creating a HDA, and it includes a paint node. There is a way to active that node inside the asset when you click in the HDA? so, when I click on the HDA an press enter, it start to paint. Thanks you
  9. if in list (vex)

    I stored different index (integer number) in my primitives, and I want to create an array detail attribute with all my different index. sometimes my geometry could has 4 different index, for example (3,6,7,2), but in another case it could has 6 or 8 different numbers. my idea is store in a detail attribute that list of numbers (index) I create an primitive wrangle with this: int indexList[] = detailattrib(0, "indexList",0,1); if (!find(indexList, @index)){ push(indexList, (int)@index); setdetailattrib(0, "indexList", indexList); } but it does not work as I expect. what I am doing wrong? thanks
  10. if in list (vex)

    thans you!
  11. if in list (vex)

    Hello how can I query if an element is in a list or not? in python is " if element in list: " thanks you.
  12. zones

    I just open th scene... and thanks you so much it works perfectly!
  13. polyline and points

    thanks you so much!
  14. polyline and points

    How can I know which polyline number an point belongs to in vex (in a point wrangler)? thanks you
  15. zones

    I did not see your scene. but the problem does not come from the attribute promote, my problem comes from avoid interpolation between values when I do strokes, the paint tools always interpolate values around the brush. I would paint with an specific values and no other ones in the edge. thanks