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# Houdini to Blender camera exporter thingy | |
# h@howiem.net / 22 Aug 2019 | |
# | |
# v1.0: hacky but seemingly working | |
# | |
# Pop this into a toolbar button's script window in Houdini | |
# Select a camera (or a camera switcher) and press the button | |
# | |
# A newly generated python script is now on the clipboard. | |
# |
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// c# companion script | |
// SpriteUVToShader.cs -------------------------------------------------------------------------------------------------------------------------------- // | |
// Save you your project, add to your SpriteRenderer gameObject | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
[ExecuteInEditMode] |
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# Ultra quick'n'hacky AE camera animation importer for Houdini. | |
# Create a new shelf, create a new tool, paste this into the script box. | |
# | |
# In AE, select the Orientation and/or Position keyframes, and Ctrl/Cmd-C them to the clipboard | |
# Open a new text file (Notepad or Textedit) and paste the clipboard contents in. There's your keyframes. | |
# Save the text file somewhere and amend the filename line below to suit | |
# In Houdini, create a camera (it's up to you to set the same zoom / aperture as the AE one). | |
# ... and run this script (well, press the shelf button you stuck this on) | |
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// Blend Add Shader (as used in Diablo 3) | |
// Uses the alpha channel to determine if the pixel needs to be blended additively or by transparency. | |
// Is a good way prevent the additive buildup that makes a scene with a lot of particle effects white and unreadable while still having some particle texture features. | |
// Idea by Julian Love - http://www.gdcvault.com/play/1017660/Technical-Artist-Bootcamp-The-VFX | |
Shader "Custom/Blend Add Particle Test" | |
{ | |
Properties | |
{ | |
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {} | |
_BlendThreshold("Blend Treshold (0.0:Additive, 1.0:Trasparency)", Range(0.0, 1.0)) = 0.5 |