Drop in ready made geometry nodes for deformation, mesh sharpening, or Voronoi fracturing in Blender or Houdini.
Use the customizable particle system to add force fields, trails, and collision response to a scene.
Apply prebuilt shader nodes and toon shading presets for stylized explosions, fire, smoke, or water effects.
Use the compositor presets to add looks like ASCII rendering, glass shatter, or a rainy window effect.
| blueish0930/assets | boona13/sprite-lab | drvx92/coinbase-copy-trading-bot | |
|---|---|---|---|
| Stars | 76 | 76 | 76 |
| Language | — | TypeScript | TypeScript |
| Setup difficulty | easy | easy | moderate |
| Complexity | 2/5 | 2/5 | 3/5 |
| Audience | designer | developer | general |
Figures from each repo's GitHub metadata at analysis time.
No license is stated in the README, so check with the author before using assets commercially.
Blueish-Assets is a collection of ready made node setups for the 3D software Blender and Houdini. The README frames it as a joke, describing itself as a kind of harmless infection that spreads into your asset library when you clone the repository and shows up as traces in your project files, but underneath the joke it is simply a library of reusable nodes you can drop into your own scenes. The collection is organized by category. On the geometry processing side it includes things like Laplacian and ARAP deformation, heat based geodesic distance, graph algorithms such as maximum independent set, minimum spanning tree, and graph coloring, principal curvature, mesh sharpening, face insertion, Voronoi fracturing, and mesh collapsing. There is also a set of math focused nodes covering parallel transport, catenary curves, Mobius transforms, gradients, divergence, inscribed and circumscribed circles or spheres, extended matrix nodes, barycentric coordinates, and principal component analysis. For animation work, it offers a highly customizable particle system with multiple force fields, child spawning, curve and particle trails, and collision response, plus a rigging system with several skinning algorithms including linear blend skinning, dual quaternion skinning, optimal center of rotation, and Delta Mush. On the visual side there are shader nodes for fractals, image processing, signed distance field shapes, simplex noise, tiling patterns, parallax mapping, normal blending, and shape intersection, along with effects like flipbook explosions, fire, smoke, water splashes, and six stylized sword trail effects. It also includes several toon shading material presets with stylized explosions, water tornadoes, and shockwaves, plus compositor effects such as ASCII rendering, pixel sorting, a rainy window look, frost, ordered dithering, glass shatter, and color presets. Documentation and contact links to the author are provided, but the README does not state a license.
A large collection of reusable Blender and Houdini node assets covering geometry processing, math, particle and rigging systems, shaders, effects, and compositor presets.
Setup difficulty is rated easy, with roughly 30min to a first successful run.
Mainly designer.
This repo across BitVibe Labs
double-check against the repo, no cap.