I have an obsession with timelines, which honestly may be bordering on manic and unhealthy. A 3D timeline has been on my back-burner for months because while I have written a function that auto-creates materials in Python, I had not yet mastered the art of applying image textures to those materials.
That’s today’s project.
Continue reading “Python: How to Bulk Load Image Textures in Blender”
Animated textures in Blender is a thing! Immediately after finding that out, I set out to script a grid crawler texture in Processing. Because no one in their right mind would want to draw that by hand.
A Bit Of Everything has a post with the logic for a static grid, but somehow getting an animated version ate 3 hours of my life. All in all, it took about 12 tries. What I love about Processing is that even bad guesses can have pleasing results.
Continue reading “Blender: How to Loop an Image Sequence into Textures”
Scenes with custom textures always seem to turn out better for me, but they’re hellish to make. I’ve spent hours in GIMP hand-drawing patterns, carefully testing out layers to get effects. It’s a hassle.
However, I’m learning to automate more of that sort of thing with Processing. What’s really nice about that is you can get a texture that changes subtly every time you run the script if you use the Random function to assign coordinates, weights, and transparency values.
Continue reading “Processing: How to Randomize Textures”
This week is not a Python breakdown week. It’s just the code because my brain is still recovering from Scheme tutorials. And I really wanted to make a functional (or semi-functional) batch UV layout exporter. The script below does a blanket Smart UV Project for all selected objects and stashes the resultant UV layouts into a specified folder.
Continue reading “Python: How to Export All the UV Layouts in Blender”