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@zachlewis
zachlewis / package.py
Last active February 14, 2022 03:25
alternate python rez package
name = "python"
version = "3.8.6"
authors = [
"Guido van Rossum"
]
description = \
"""
@zachlewis
zachlewis / package.py
Last active February 15, 2021 18:55
OpenColorIO rez package build script
name = "OpenColorIO"
version = "2.0.0.0"
description = """
A complete color management solution geared towards motion picture
production with an emphasis on visual effects and computer animation.
"""
authors = ["Academy Software Foundation"]
help = "http//opencolorio.org"
# tools = [
# "ociobakelut",
@vilbeyli
vilbeyli / ue4-p4ignore.txt
Last active October 31, 2022 04:17
perforce ignore file for ue4 repo
# Ignore project files in the root
*.sln
!*\*.sln
.vs
*.suo
*.opensdf
*.sdf
*.pdb
*-Debug.dll
*.xcodeproj
@BigRoy
BigRoy / usdviewport_qt.py
Last active March 16, 2024 08:47
Example of how to embed a simple USD viewport in Qt application
"""
MIT License
Copyright (c) 2019 Roy Nieterau
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
@jedypod
jedypod / README.md
Last active February 29, 2024 20:33
Nuke ffmpeg Render

Nuke ffmpeg Render

Writeffmpeg is a python script and a node that allows you to render from Nuke directly into ffmpeg. Instead of a 2 step process where you render from Nuke to a temporary image sequence that you then transcode using ffmpeg, this solution writes to a single uint16 cache tiff file and this data gets piped into ffmpeg.

I've included a little screen recordingto help demo how it works.

Files

ffmpeg_render.py Writeffmpeg.nk

Dependencies

@tlm2021
tlm2021 / UnrealMenuExtender.cpp
Last active June 7, 2022 07:58
Adding new toolbar menus in Unreal
/* Continuation of answer to this question:
https://answers.unrealengine.com/questions/587450/how-to-make-a-simple-menu-in-the-editor-with-plugi.html */
void FMyPlugin::StartupModule()
{
FLevelEditorModule& LevelEditorModule =
FModuleManager::LoadModuleChecked<FLevelEditorModule>
(LEVELEDITOR_MODULE_NAME);
TSharedPtr<FExtender> MenuExtender = MakeShareable(new FExtender());
@jedypod
jedypod / DAILIES_CONFIG.yaml
Last active March 22, 2024 09:46
NOTE: if you stumbled here via google, this code has been moved to a proper git repo which is here: https://github.com/jedypod/generate-dailies - A tool to pipe openexr images, apply an ocio display, and output through a bash pipe to ffmpeg and encode to mov
globals:
# Path to the ocio config to use
ocioconfig: /path/to/config.ocio
# Default ocio profile to use if not specified on the commandline
ocio_default_transform: grade
###############################################
## Reformatting and Cropping
###############################################
# If debug is true, no encoding will be done and there will be debug prints
@agentsim
agentsim / highsierra_bootable.sh
Created June 10, 2017 02:23
Create bootable ISO from HighSierra Installer
# Generate a BaseSystem.dmg with 10.13 Install Packages
hdiutil attach /Applications/Install\ macOS\ 10.13\ Beta.app/Contents/SharedSupport/InstallESD.dmg -noverify -mountpoint /Volumes/highsierra
hdiutil create -o /tmp/HighSierraBase.cdr -size 7316m -layout SPUD -fs HFS+J
hdiutil attach /tmp/HighSierraBase.cdr.dmg -noverify -mountpoint /Volumes/install_build
asr restore -source /Applications/Install\ macOS\ 10.13\ Beta.app/Contents/SharedSupport/BaseSystem.dmg -target /Volumes/install_build -noprompt -noverify -erase
cp -R /Volumes/highsierra/Packages /Volumes/OS\ X\ Base\ System/System/Installation
hdiutil detach /Volumes/OS\ X\ Base\ System/
hdiutil detach /Volumes/highsierra/
mv /tmp/HighSierraBase.cdr.dmg /tmp/BaseSystem.dmg
@xDavidLeon
xDavidLeon / UnityStandardBRDF.cginc
Created March 26, 2016 10:38
UnityStandardBRDF modification for Cel Shading.
#ifndef UNITY_STANDARD_BRDF_INCLUDED
#define UNITY_STANDARD_BRDF_INCLUDED
#include "UnityCG.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityLightingCommon.cginc"
//-------------------------------------------------------------------------------------
// Legacy, to keep backwards compatibility for (pre Unity 5.3) custom user shaders:
#define unity_LightGammaCorrectionConsts_PIDiv4 (IsGammaSpace()? (UNITY_PI/4)*(UNITY_PI/4): (UNITY_PI/4))
// Toony Colors Pro+Mobile 2
// (c) 2014,2015 Jean Moreno
Shader "Toony Colors Pro 2/LDK/Basic"
{
Properties
{
//TOONY COLORS
_Color ("Color", Color) = (0.5,0.5,0.5,1.0)