Counting AABB for object in Blender

For quick and rough checking of two objects geometry intersections, bounding objects are usually used – spheres or parallelograms in which all points of the object are inscribed. Bounding object intersections are often inaccurate, but they are very efficient in terms of speed. One of the types of bounding objects is AABB (Axis Aligned Bounding Box) – a parallelogram aligned with the global coordinate axes.

MatCap based on shader nodes

MatCap is a material with just one texture, but it allows to quickly and conveniently show how a mesh will look with a certain material and in a certain light. When we assign a MatCap by selecting it in the 3D viewport shading options (Shading – Lighting – MatCap), the MatCap is assigned to all objects in the scene at once. However, if we need to selectively assign a MatCap to some meshes, MatCap can be emulated using shader nodes.