Download multiple files from a website instantly - download

There is this website called Texture Haven, which has a lot of free textures to use for blender, only problem is it takes a lot of work to download them all manually.
So my question is: Would there be a way to download them all instantly with some kind of script?
Texture Haven: https://texturehaven.com/textures/

Have you tried looking for web-downloaders with Python? I'm not sure if it will work but you can try some of these:
1. https://www.geeksforgeeks.org/downloading-files-web-using-python/
2. https://pypi.org/project/pywebcopy/
3. https://www.codementor.io/aviaryan/downloading-files-from-urls-in-python-77q3bs0un
Let me know if this works out for you. Otherwise you'll just have to manually download the packages. You could also try out other websites for blender textures like:
https://texture.ninja/ not sure if you can install entire packages at once but it's fairly easy to install lot's of textures.
You could also look for some add-ons for blender like https://www.blenderkit.com/
I hope this works out for you and happy blending!
Edit: format

Related

Taking a screenshot of html without dependencies

Problem
I want to be able to save an image of either a div or a page (whichever easiest) without using dependencies.
So I have been browsing around for awhile to find many solutions to this problem, most of them I have found use dependencies such as BrowserShot or something else. I was wondering if there was some way to do this without dependencies other than ImageIntervention to manage the images.
I decided to use google's speed API for taking screenshots. I originally was trying to avoid this due to not being able to use it for development since that would be hosted locally.
The solution is described pretty well here.

image Effect android using GPUImage

I am not even aware of Image Effects, I am trying to use Image filter to one image on which i have done with Drawing. For Drawing i have used DrawingView but now for effect i googled it and i have came to know that it can b apply using GLSurfaceView, ImageView, etc but i dont know
[FIRST QUESTION]
it can be apply to DrawingView?
Now i have tried GPUImage i found some code from github but not worked for me because i dont even know how i works
[SECOND QUESTION]
Steps to use GPUImage for image effects?
i have reffered this examples:
https://xjaphx.wordpress.com/learning/tutorials/
(this is not using GPUImage but somehow main goal is image effect)
http://www.java2s.com/Code/Jar/g/Downloadgpuimagelibrary110sourcesjar.htm
(Download Library from Here - ver- 1.1.1)
http://grishma102.blogspot.in/2013/10/apply-effects-on-image-using-effects.html
(Nothing happning to image when clicking menu)
https://github.com/CyberAgent/android-gpuimage (What is that i did not understand: code? then why Library folder is there?)
already asked questions but not worked
How to apply effects to camera images?
(Complex for me)
https://developer.android.com/reference/android/graphics/package-summary.html
(Theory)
https://stackoverflow.com/questions/29592646/display-grayscale-to-color-image-when-state-change-using-gpuimage-in-android
How to add image effects in android ?
and many more available but i dont know how to do that.. Anybody can suggest something better.. Thanks in Advance.
First question: You should try again and run GPU lib follow link https://github.com/CyberAgent/android-gpuimage. It should work if you config project properly
Second question: Don't use other libraries for Image effects, because it is written by Java code, you will face with Out of memory problem, take time for each effect by Java code also, it is really annoy. GPU lib is written by C++ and it is really cool to apply for Image editor apps
Hope you run GPU sample successfully

Three.js Typeface.js offline

the problem is obvious from the title, http://typeface.neocracy.org offline. It was used to convert fonts and used in conjunction with THREE.TextGeometry. But if it is offline, how is now possible to use custom fonts in three.js?
I made a new converter that outputs the same files as typeface.js.
http://gero3.github.io/facetype.js/
I loaded the source, but as far as I can see there is no chance to create the JS-font-files with this distribution. Maybe for someone with deep perl-knowledge...? In any case I installed perl, the ppm and dmake but trying to exec the Makefile only leads to errormessages about missing files. No - this is no alternative to the online-converter. Even worser: I didn't find any other converter or another side using the same one (cufon seems to create another format). So let's hope the site comes back to live - otherwise the great textfeature of three.js is worth nothing in the moment.

Compass Sprite Filename

I am trying to control compass sprite filenames.
My deployment scripts require that images be included in the project file (.Net).
Since compass creates new files each time it renders the sprite (to break caching, I presume)., I have to explicitly get rid of the old reference and add the new.
Has anyone had experience with this?
I don't really want to use an after_build script, but if that's what I have to do I'll take all the suggestions you've got.
thanks.
If you assume to break the caching, you can look at my answer to the question How to turn off COMPASS SASS cache busting?, which automatically created a copy of sprites without hashing.

Export animations from cinema4d to blender

I've been trying to get some animated models from c4d into Blender all day. The models transfer fine, but the animations don't. I've used COLLADA, 3ds and obj file types but none are successful.
I need to get the files into Blender as I'm trying to get them into three.js. I have had a look at http://disturbmedia.com/blog/tag/threejs/ for c4d>threejs but the python console is throwing up errors.
Does anyone have any thoughts?
I'm using v12 of c4d and v2.59 of blender if that's any help.
I was facing a similar issue a couple of years ago, as you can see in this answer
and I ended up writing a Python script.
The post from the blog at work on three.js was also written by me and is also old.
It was written for C4D R11.5 and the API changed a bit. Vincent was kind enough to branch from my GitHub repository and update that script, which you can get from his repository.
Still the three.js script only exports geometry/meshes, but doesn't handle animation at all (morphing was not supported in three.js at the time I wrote the script (release 32))
If you want to export geometry+animation tracks(position,rotation,scale,and morphs(PLA)), you might something like an updated version of the script I had. Since it's almost two years old, it works for C4D R11.5 and Blender 2.49.
You can see a recording of how it worked here.
Still, as I mentioned above, the C4D R12 Python API changed a bit and the Blender Python API changed completely as they went for Python 3.0 from Blender 2.50 upwards.
Unfortunately, I can't commit to updating that soon due to time constraints, but I can explain/comment/share the old code if it helps.
Another thing that comes to mind is to use the older versions(C4D R11.5 and Blender 2.49), but it seems like a long way around it and maybe not all the features you use in R12 are supported in R11.5 (not sure).

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