Fluid (.assets.fluid)#

asset_cache#

class infinigen.assets.fluid.asset_cache.FireCachingSystem(asset_folder=None, create=False, max_fire_assets=3, max_per_kind=1)[source]#

Bases: object

get_cached_species(factory_class)[source]#
Parameters:

factory_class

create_cached_assets(factory_class, args)[source]#
Parameters:
  • factory_class

  • args

find_i_list(factory)[source]#
Parameters:

factory

read_config(full_sim_folder)[source]#
Parameters:

full_sim_folder

Parameters:
  • full_sim_folder

  • sim_folder

  • obj

  • factory

bounding_box#

infinigen.assets.fluid.bounding_box.apply(...)[source]#
Parameters:
  • bounding_box

  • obj

  • selection -- (default: None)

cached_factory_wrappers#

class infinigen.assets.fluid.cached_factory_wrappers.CachedBoulderFactory(
factory_seed,
meshing_cameras=None,
adapt_mesh_method='remesh',
cam_meshing_max_dist=10000000.0,
coarse=False,
do_voronoi=True,
)[source]#

Bases: BoulderFactory

class infinigen.assets.fluid.cached_factory_wrappers.CachedCactusFactory(factory_seed, coarse=False, factory_method=None)[source]#

Bases: CactusFactory

class infinigen.assets.fluid.cached_factory_wrappers.CachedCreatureFactory(
factory_seed=None,
bvh=None,
coarse=False,
animation_mode=None,
hair=True,
clothsim_skin=False,
**kwargs,
)[source]#

Bases: CarnivoreFactory

Parameters:
  • bvh (BVHTree)

  • coarse (bool)

  • animation_mode (str)

  • hair (bool)

  • clothsim_skin (bool)

class infinigen.assets.fluid.cached_factory_wrappers.CachedBushFactory(seed, coarse=False, **kwargs)[source]#

Bases: BushFactory

class infinigen.assets.fluid.cached_factory_wrappers.CachedTreeFactory(seed, season=None, coarse=False, fruit_chance=1.0, **kwargs)[source]#

Bases: TreeFactory

duplication_geomod#

infinigen.assets.fluid.duplication_geomod.apply(...)[source]#
Parameters:
  • new_obj

  • old_obj

  • selection -- (default: None)

flip_fluid#

infinigen.assets.fluid.flip_fluid.make_still_water(...)[source]#
Parameters:
  • start_mesh

  • dom

  • terrain

  • initial_velocity -- (default: (0, 0, 0))

infinigen.assets.fluid.flip_fluid.make_beach(...)[source]#
Parameters:
  • terrain

  • obstacles

  • location -- (default: (0, 0, 0))

  • output_folder -- (default: None)

infinigen.assets.fluid.flip_fluid.make_river(...)[source]#
Parameters:
  • terrain

  • obstacles

  • dom_location -- (default: (0, -0.2, 0.3))

  • output_folder -- (default: None)

  • caustics -- (default: False)

  • flow_velocity -- (default: 3.2)

  • start_frame -- (default: 0)

  • resolution -- (default: 400)

  • simulation_duration -- (default: 250)

  • dom_dimensions -- (default: (10.5, 24.5, 3.7))

  • particle_size -- (default: 0.004)

  • liquid_type -- (default: 'river_water')

  • inflow_location -- (default: (-0.524, -11.58, -0.977))

  • inflow_dimensions -- (default: (6, 1.21, 2))

  • outflow_location -- (default: (0, 11.5841, 0))

  • outflow_dimensions -- (default: (6, 1.21, 2))

  • terrain_friction -- (default: 0.3)

infinigen.assets.fluid.flip_fluid.make_tilted_river(...)[source]#
Parameters:
  • terrain

  • obstacles

  • output_folder -- (default: None)

  • dom_location -- (default: (0, 0, 1.76))

  • start_frame -- (default: 0)

  • resolution -- (default: 400)

  • simulation_duration -- (default: 250)

  • dom_dimensions -- (default: (21.4, 47.7, 26.9))

  • particle_size -- (default: 0.007)

  • liquid_type -- (default: 'river_water')

  • inflow_location -- (default: (0, 21.77, 10.71))

  • inflow_dimensions -- (default: (12.1, 2, 3))

  • flow_velocity -- (default: -4)

  • terrain_friction -- (default: 0.1)

fluid#

infinigen.assets.fluid.fluid.find_available_cache(cache_folder)[source]#
Parameters:

cache_folder

infinigen.assets.fluid.fluid.create_liquid_domain(...)[source]#
Parameters:
  • location

  • start_frame

  • fluid_type -- (default: 'water')

  • size -- (default: 1)

  • resolution -- (default: 64)

  • simulation_duration -- (default: 100)

  • waterfall -- (default: False)

  • dimensions -- (default: None)

  • output_folder -- (default: None)

infinigen.assets.fluid.fluid.create_liquid_flow(...)[source]#
Parameters:
  • location

  • fluid_type -- (default: 'water')

  • size -- (default: 0.1)

  • flow_behavior -- (default: 'INFLOW')

  • is_planar -- (default: False)

  • z_velocity -- (default: 4)

infinigen.assets.fluid.fluid.add_field(location, noise=None, strength=None)[source]#
Parameters:
  • location

  • noise -- (default: None)

  • strength -- (default: None)

infinigen.assets.fluid.fluid.create_gas_domain(...)[source]#
Parameters:
  • location

  • start_frame

  • fluid_type -- (default: 'fire_and_smoke')

  • size -- (default: 1)

  • resolution -- (default: 64)

  • simulation_duration -- (default: 100)

  • adaptive_domain -- (default: True)

  • output_folder -- (default: None)

  • noise_scale -- (default: 3)

  • dissolve_speed -- (default: 0)

  • flame_vorticity -- (default: None)

  • vorticity -- (default: None)

infinigen.assets.fluid.fluid.create_gas_flow(...)[source]#
Parameters:
  • location

  • fluid_type -- (default: 'fire_and_smoke')

  • size -- (default: 0.1)

  • fuel_amount -- (default: None)

infinigen.assets.fluid.fluid.obj_bb_minmax(obj)[source]#
Parameters:

obj

infinigen.assets.fluid.fluid.set_obj_on_fire(...)[source]#
Parameters:
  • obj

  • start_frame

  • resolution -- (default: 300)

  • simulation_duration -- (default: 30)

  • fluid_type -- (default: 'fire_and_smoke')

  • adaptive_domain -- (default: True)

  • add_turbulence -- (default: False)

  • dimensions -- (default: None)

  • output_folder -- (default: None)

  • noise_scale -- (default: 2)

  • estimate_domain -- (default: False)

  • turbulence_strength -- (default: None)

  • turbulence_noise -- (default: None)

  • dissolve_speed -- (default: 25)

  • dom_scale -- (default: 1)

infinigen.assets.fluid.fluid.set_fire_to_assets(...)[source]#
Parameters:
  • assets

  • start_frame

  • simulation_duration

  • output_folder -- (default: None)

  • max_fire_assets -- (default: 1)

fluid_scenecomp_additions#

infinigen.assets.fluid.fluid_scenecomp_additions.cached_fire_scenecomp_options(...)[source]#
Parameters:

generate#

class infinigen.assets.fluid.generate.FluidFactory(factory_seed, terrain=None, fluid_type=None)[source]#

Bases: AssetFactory

cull(distance, vis_distance)[source]#
Parameters:
finalize_assets(assets)[source]#
Parameters:

assets

create_asset(**params) bpy_types.Object[source]#
class infinigen.assets.fluid.generate.FlipFluidFactory(factory_seed, terrain=None)[source]#

Bases: AssetFactory

cull(distance, vis_distance)[source]#
Parameters:
finalize_assets(assets)[source]#
Parameters:

assets

create_asset(**params) bpy_types.Object[source]#

liquid_particle_material#

class infinigen.assets.fluid.liquid_particle_material.Liquid[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.fluid.liquid_particle_material.apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

run_asset_cache#

unit_tests#

infinigen.assets.fluid.unit_tests.test_exists_fire_in_scene()[source]#
infinigen.assets.fluid.unit_tests.test_some_density_in_frame()[source]#
infinigen.assets.fluid.unit_tests.test_all_fluid_domains_have_density()[source]#
infinigen.assets.fluid.unit_tests.test_depth_not_infinite_all_pixels()[source]#
infinigen.assets.fluid.unit_tests.test_depth_infinity_portion()[source]#

Module contents#