Render Bevel – is simple blender addon, for making variable bevel size for round corner cycles shader. It works with boolean object too, perfect for non destructive workflow.
Script requires blender 2.79 daily build, aka 2.79a from here
Render Bevel panel is located in3d View -> Tool shelf -> Tools tab -> Render Bevel panel.
Get it from here (gumroad)
or here (dropbox link)
Simple video with example of how this works
I developed Hair Tool addon for blender to simplify creation process of low/medium poly hair models
This addon will help you generate hair mesh ribbons with uv’s from bezier/nurbs curves. It is how most current games are doing hairs for characters.
generating curve ribbons from mesh surfaces
convenient way of switching back and forth between curve ribbons and mesh ribbons hair state, while preserving mesh uv’s
ability to adjust ribbons radius profile over strand length to taper the ribbons shape
ability to convert Grease Pencil strokes to Particle Hair
ability to convert Curves to Particle Hair
ability to generate Curves/Ribbons from Particle Hair
Randomizing ribbons UV (you can draw multiple uv boxes, that will be randomly picked for each ribbon strand).
Powerful Curve Resampling – increase, decrease curve/ribbon points amount, while preserving it’s tilt and radius.
Generating vertex color and weights gradients for ribbons.
EDIT: Matalogude developer included support for GroupPro into master branch. You can grab his addon from Matalogue.
Matalogue is great addon for managing materials. In my fork I added support for working with Group instances (so it works with GroupPro). Added support for Group Instances = when selecting group instance object (empty with duplication set to group), Matalogue will now show materials for objects that are inside this group. Previously it would show ‘no material’ message.
Another great addon is uvSquares. This time I added ability to work on multiple islands with one click. You can grab fork from here:
Hopefully autors of those addon will agree to merge those changes into master branches! Keep the thumbs up.
By default some blender operations do not work very well with instances. Mainly I speak about ‘Apply transformation‘ and setting ‘Origin to 3D cursor’. Apply transformation – won’t work at all with instanced object and setting ‘Origin to 3D cursor’ won’t preserve position of instances. I made python version of these, that work with instances and are preserving positions of instanced objects. The math behind that was bit complicated, but I managed to make i work. The ‘Transform Utils‘ also has some other tools that I developed while working with blender.
Add Transform Orientation – quick way to align gizmo (add temporary Transform Orientation) to selection. Gizmo will be aligned to selected object, face, vertex or edge.
Align To Transformation – Sets current object rotation to match the gizmo transform orientation (created with previous command).
Apply Transformation – lets you apply location, rotation, scale even on object with instances. Instances positions will be maintained.
Origin to 3D cursor – same as default blender operator, but all instances positions are preserved.
Store position – let’s you save current object location, rotation, scale. Position can be restored with ‘Restore position’ button.
In image below I demo the ‘Apply Transformation’ operator. Build in apply loc, rot, scale operator won’t work on object with instances. The addon version works ok, and it is maintaining original position of all instances.
Animation nodes is addon for blender, that lets you animate stuff, but it is also great for procedural art generation :).
You can get the latest version of Animation Nodes from here (click the green button for download). Support the creator of addon – Jacques Lucke – by donating here.
Below is the breakdown of the most important steps to obtain results from above (this is for advanced users). Here is the file
generating random point on mesh surface (Plane object) – it will be root of spline:
Then I can create spline from random (x,y,z) points in loop, but this gives to noisy result (looks like lightning, jagged and random). So instead I use coherent noise – perlin noise as way of generating points for splines. This makes the splines look like wavy grass thing.
next step is making tip of the hairs go into direction of target object (sphere). For that I just create BHV tree for target, and then I snap spline to target with ‘find nearest surface point’. If I snap spline point to target sphere I would end up with this:
But I do not want snap whole spline to sphere, but just the tips. To do this I can interpolate between originally generated point (x,y,z) and snapped to surface point (obtained from BHV find nearest node).
The red inscription says: 0 == ignore snapping, 1== full snapp to target shpere). Start value in AnimFloat is root of spline, End – tip of spline.
There is more stuff, but the basic idea is explained above.