Here’s a quickie, I’ve updated Copy UVs from Mirror.
- Now compatible with Blender 2.7+
(developed on the latest build from http://builder.blender.org)
- Added an optional offset
Quad Unwrap has been updated for Blender 2.76+
In an effort to regain my modelling prowess, I’ve decided to model more, and in typical fashion I have written an add-on to speed that process up.
Start Cube Modelling will create a cube, slice half of it away, add a mirror modifier, enable clipping and get you straight into edit mode. From zero to modelling in less than a tenth of a second!
At the moment the add-on is only available through the Search menu. I doubt that it will ever have a shortcut (it’s not something we’ll access that often), though I may add it to the Add > Meshes menu in the future.
Here’s a quick new addon, Quad Unwrap:
Select one or more quads.
Shift+Q – Quad Unwrap Selected
Ctrl+Shift+Q – Quad Unwrap Linked
Your mesh has to have a UV map applied to it, the addon won’t add one automatically. This will be fixed in a future update.
Let me know if you find this useful!
Introducing the Vertex Colour Mixer node graph.
Think of it as a compositor for Vertex Colours on an arbitrary mesh, because that’s exactly what it is.
It’s quite easy to use, create a vertex node tree, add an Output > Result Node, this is what will do the final compositing of your vertex colours.
Then an Input > Vertex Channel Node, this is the basis of the mixer, this is want will sample colours off your meshes. You need to name your vertex colour channels in the appropriate places, working with Col, Col.001, Col.002 will become tedious.
The Vertex Dirt and AO channels are still very experimental, so beware of those, and as soon as I figure out how, I will add a Live feature so you don’t need to click Mix all the time.
There are some fun things to try, make different colour masks and mix them with the RGB Combine node, it reacts exactly as advertised, when used with a cunning shader it allows you to use the channels for various data, ie. Color1, Color2, AO. This is how we created the monster colour variations for RGBA using Unity3D.
I’m waiting for Blender to support alpha channels and then we’ll have some fun.
Tweet @wahooney or G+ me with any feedback and I’ll see how we can improve this toy 🙂
I’ve updated the addon, the factor value had no effect on the Overlay mix type, as could be seen in the YouTube video. I’ve also renamed colour to color (not a fan, since here in ZA we spell it properly 😉 , but I’m trying to keep things consistent with the rest of Blender)