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"""
Usage: blender.exe -b -P BlenderSurfRigMerge.py
Requires TransferMaterialsOperator.py in the same directory
Copyright (c) 2018 -- Elie Michel
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the “Software”), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
"""
Transfer material data from active to selected objects.
If the active object is a group instance, recurse over its elements and match
destination by name (object selection is then ignored).
Copyright (c) 2018 -- Elie Michel
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (theSoftware”), to deal in
the Software without restriction, including without limitation the rights to
import bpy
class IconPanel(bpy.types.Panel):
"""Creates a Panel width all possible icons"""
bl_label = "Icons"
bl_idname = "icons_panel"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
@eliemichel
eliemichel / hscript
Last active July 16, 2018 13:07
Fade out offset
// Fade in
{
float x0 = ch("../PARAM/start_crossfade_frame");
float x1 = ch("../PARAM/end_crossfade_frame");
float a1 = 0.01;
float a0 = a1 / (2 * (x1 - x0));
float b1 = a0 * (x1 - x0) * (x1 - x0) - a1 * x1;
return if($FF < x0, 0, if($FF < x1, a0 * ($FF - x0) * ($FF - x0), a1 * $FF + b1));
}
// Fade out
"""
autoRotate
==========
Align the selected edge to the world X axis of the scene by rotating the whole mesh.
Usage
-----
Select exactly one edge, then run the script.
"""
autoRotate
==========
(Blender edition -- also available for Maya)
Align the selected edge to the world X axis of the scene by rotating the whole mesh.
Usage
-----
// Copyright (c) 2017 - Élie Michel
// License: CC BY 3.0
// Please credit even if you are just re-using the particle system.
// Sync with 'Image' buffer
const float dt = 0.001;
mat3 particleSpaceMatrix(vec2 origin, vec2 velocity) {
vec3 O = vec3(origin, 1.);
vec3 X = normalize(vec3(velocity, 0.));
struct Ray {
vec3 origin;
vec3 direction;
};
bool intersectRaySphere(out vec3 intersection, in Ray ray, in vec3 center, in float radius) {
vec3 o = center - ray.origin;
float d2 = dot(ray.direction, ray.direction);
float r2 = radius * radius;
#define a(p) textureLod(iChannel0, p, 2.5)
#define t texture(iChannel1,
void mainImage( out vec4 c, vec2 g )
{
c = a(g /= iResolution.xy);
vec2 x = vec2(20);
vec4 n = t round(g*x - .3) / x);
vec2 z = g*x * 6.3 + (t g * .1).rg - .5) * 2.;
x = sin(z) - fract(iTime * (n.b + .1) + n.g) * .5;
// Author: Élie Michel
// License: CC BY 3.0
// July 2017
void mainImage( out vec4 f, in vec2 c )
{
vec2 u = c / iResolution.xy,
n = texture(iChannel1, u * .1).rg; // Displacement
f = textureLod(iChannel0, u, 2.5);