This will ask for a input folder with image folders, scan for images and combine random images from each folder to one wide image. function main() { var sourceFolder = Folder.selectDialog('choose folder to combine'); if (!sourceFolder) { alert('no source folder'); return } var sFolders = []; var imgFolders = []; var…
You're probably looking for PolyColorPerVertex You can query each channel and set too. Some sample code. Note this will probably be slow on higher vertex counts: import maya.cmds as cmdssel = cmds.ls(sl=True)start = cmds.timerX()for obj in sel: totalVerts = cmds.polyEvaluate(obj, vertex=True) window =…
The texture tiles "mostly" ok by the look of it (i checked in designer) there's a couple of areas where I'd expect to see some sort of spike but nothing that would cause the sort of gap seen in the last image assuming a 1:1 ratio of faces:pixels - unless one of the meshes was rotated relative to the others. I'd put this…
nothing really. To many scatered tools already. Waiting for proper Straight skeleton Bevel but thats not possible with python and will be probably in 5.2
Sounds like a neat idea. Doug Rogers explained the DXT compression thing to me when he was working on the NVIDIA plugin for Photoshop. The way I understand it, DXT compares all three RGB channels for each 4x4 block of pixels, in order to compress them down to a smaller range of colors. The compressor makes a vector through…
good start. here r some issues which i have noticed: 1) Architectural: - last floor walls r made of plywood, but walls are too thick; - last floor is larger than the rest of the building so we can see the bootm of last floor. Right now it has same plywood texture as the walls. However, that would be something like long…