Materials (.assets.materials)

Contents

Materials (.assets.materials)#

Ceramic (.assets.materials.ceramic)#

brick#

class infinigen.assets.materials.ceramic.brick.Brick[source]#

Bases: object

shader(height=None, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • height -- (default: None)

generate()[source]#
infinigen.assets.materials.ceramic.brick.shader_brick(nw, height=None, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • height -- (default: None)

ceramic#

class infinigen.assets.materials.ceramic.ceramic.Ceramic[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • clear -- (default: False)

  • roughness_min -- (default: 0)

  • roughness_max -- (default: 0.8)

generate()[source]#
static apply(...)[source]#
Parameters:
  • obj

  • selection -- (default: None)

  • clear -- (default: False)

infinigen.assets.materials.ceramic.ceramic.shader_ceramic(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • clear -- (default: False)

  • roughness_min -- (default: 0)

  • roughness_max -- (default: 0.8)

concrete#

class infinigen.assets.materials.ceramic.concrete.Concrete[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

  • roughness -- (default: None)

  • crack_amount -- (default: None)

  • crack_scale -- (default: None)

  • snake_crack -- (default: None)

generate()[source]#
infinigen.assets.materials.ceramic.concrete.shader_concrete(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

  • roughness -- (default: None)

  • crack_amount -- (default: None)

  • crack_scale -- (default: None)

  • snake_crack -- (default: None)

glass#

class infinigen.assets.materials.ceramic.glass.Glass[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • color -- (default: None)

  • is_window -- (default: False)

generate(color=(1, 1, 1, 1), **kwargs)[source]#
Parameters:

color -- (default: (1, 1, 1, 1))

apply(...)[source]#
Parameters:
  • obj

  • selection -- (default: None)

  • clear -- (default: False)

infinigen.assets.materials.ceramic.glass.shader_glass(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • color -- (default: None)

  • is_window -- (default: False)

glass_volume#

class infinigen.assets.materials.ceramic.glass_volume.GlassVolume[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • color -- (default: None)

  • density -- (default: 100.0)

generate(**kwargs)[source]#
infinigen.assets.materials.ceramic.glass_volume.shader_glass_volume(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • color -- (default: None)

  • density -- (default: 100.0)

marble#

class infinigen.assets.materials.ceramic.marble.Marble[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

infinigen.assets.materials.ceramic.marble.shader_marble(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

marble_regular#

class infinigen.assets.materials.ceramic.marble_regular.MarbleRegular[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
infinigen.assets.materials.ceramic.marble_regular.shader_marble_regular(nw)[source]#
Parameters:

nw (NodeWrangler)

marble_voronoi#

class infinigen.assets.materials.ceramic.marble_voronoi.MarbleVoronoi[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
infinigen.assets.materials.ceramic.marble_voronoi.shader_marble_voronoi(nw)[source]#
Parameters:

nw (NodeWrangler)

plaster#

class infinigen.assets.materials.ceramic.plaster.Plaster[source]#

Bases: object

shader(plaster_colored, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • plaster_colored

apply(...)[source]#
Parameters:
  • obj

  • selection -- (default: None)

  • plaster_colored -- (default: None)

generate(plaster_colored=None, **kwargs)[source]#
Parameters:

plaster_colored -- (default: None)

infinigen.assets.materials.ceramic.plaster.shader_plaster(nw, plaster_colored, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • plaster_colored

tile#

class infinigen.assets.materials.ceramic.tile.Tile[source]#

Bases: object

generate(...)[source]#
Parameters:
  • selection -- (default: None)

  • vertical -- (default: False)

  • shader_func -- (default: None)

  • scale -- (default: None)

  • alternating -- (default: None)

  • shape -- (default: None)

infinigen.assets.materials.ceramic.tile.shader_square_tile(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • base_shader

  • vertical -- (default: False)

  • alternating -- (default: None)

  • scale -- (default: 1)

infinigen.assets.materials.ceramic.tile.shader_rectangle_tile(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • base_shader

  • vertical -- (default: False)

  • alternating -- (default: None)

  • scale -- (default: 1)

infinigen.assets.materials.ceramic.tile.shader_hexagon_tile(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • base_shader

  • vertical -- (default: False)

  • alternating -- (default: None)

  • scale -- (default: 1)

infinigen.assets.materials.ceramic.tile.shader_staggered_tile(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • base_shader

  • vertical -- (default: False)

  • alternating -- (default: None)

  • scale -- (default: 1)

  • vertical_scale -- (default: None)

infinigen.assets.materials.ceramic.tile.shader_crossed_tile(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • base_shader

  • vertical -- (default: False)

  • alternating -- (default: None)

  • scale -- (default: 1)

  • n -- (default: None)

infinigen.assets.materials.ceramic.tile.shader_composite_tile(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • base_shader

  • vertical -- (default: False)

  • alternating -- (default: None)

  • scale -- (default: 1)

infinigen.assets.materials.ceramic.tile.get_shader_funcs()[source]#

vase#

class infinigen.assets.materials.ceramic.vase.VaseCeramic[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

generate(**kwargs)[source]#
class infinigen.assets.materials.ceramic.vase.ColoredGlass[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
infinigen.assets.materials.ceramic.vase.shader_vase_ceramic(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.ceramic.vase.shader_colored_glass(nw)[source]#
Parameters:

nw (NodeWrangler)

Module contents#

Creature (.assets.materials.creature)#

beak#

class infinigen.assets.materials.creature.beak.Beak[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

infinigen.assets.materials.creature.beak.shader_beak(nw)[source]#
Parameters:

nw (NodeWrangler)

bird#

class infinigen.assets.materials.creature.bird.Bird[source]#

Bases: object

apply(objs, shader_kwargs={}, **kwargs)[source]#
Parameters:
  • objs

  • shader_kwargs -- (default: {})

infinigen.assets.materials.creature.bird.shader_bird_body(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

  • kind -- (default: 'duck')

infinigen.assets.materials.creature.bird.shader_bird_feather(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

  • kind -- (default: 'duck')

  • tail -- (default: False)

infinigen.assets.materials.creature.bird.shader_wave_feather(nw, **input_kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.creature.bird.shader_bird_beak(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

infinigen.assets.materials.creature.bird.shader_bird_eyeball(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

infinigen.assets.materials.creature.bird.shader_bird_claw(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

bone#

class infinigen.assets.materials.creature.bone.Bone[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.creature.bone.shader_bone(nw)[source]#
Parameters:

nw (NodeWrangler)

chitin#

class infinigen.assets.materials.creature.chitin.Chitin[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.chitin.shader_chitin(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

eyeball#

class infinigen.assets.materials.creature.eyeball.Eyeball[source]#

Bases: object

apply(obj, shader_kwargs={}, **kwargs)[source]#
Parameters:
  • obj

  • shader_kwargs -- (default: {})

infinigen.assets.materials.creature.eyeball.shader_eyeball(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

  • coord -- (default: 'X')

infinigen.assets.materials.creature.eyeball.shader_eyeball_old(nw)[source]#
Parameters:

nw (NodeWrangler)

fish_body#

class infinigen.assets.materials.creature.fish_body.FishGeomod[source]#

Bases: object

apply(obj, **kwargs)[source]#
Parameters:

obj

class infinigen.assets.materials.creature.fish_body.FishBody[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

generate(**kwargs)[source]#
infinigen.assets.materials.creature.fish_body.shader_fish_body_regular(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

infinigen.assets.materials.creature.fish_body.shader_fish_body_gold(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

infinigen.assets.materials.creature.fish_body.shader_stripe_fish(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

fish_eye#

class infinigen.assets.materials.creature.fish_eye.FishEye[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.creature.fish_eye.shader_eyeball_fish(nw)[source]#
Parameters:

nw (NodeWrangler)

fish_fin#

class infinigen.assets.materials.creature.fish_fin.FishFin[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: {})

  • shader_kwargs -- (default: {})

infinigen.assets.materials.creature.fish_fin.shader_fin_regular(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

infinigen.assets.materials.creature.fish_fin.shader_fin_gold(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

giraffe#

class infinigen.assets.materials.creature.giraffe.Giraffe[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.giraffe.shader_giraffe_attr(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

horn#

class infinigen.assets.materials.creature.horn.Horn[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.creature.horn.shader_horn(nw)[source]#
Parameters:

nw (NodeWrangler)

nose#

class infinigen.assets.materials.creature.nose.Nose[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.creature.nose.shader_nose(nw)[source]#
Parameters:

nw (NodeWrangler)

reptile_brown_circle#

class infinigen.assets.materials.creature.reptile_brown_circle.ReptileBrownCircle[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.reptile_brown_circle.shader_brown_circle(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

reptile_gray#

class infinigen.assets.materials.creature.reptile_gray.ReptileGray[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.reptile_gray.shader_gray(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

reptile_two_color#

class infinigen.assets.materials.creature.reptile_two_color.ReptileTwoColor[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.reptile_two_color.shader_two_color(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

scale#

class infinigen.assets.materials.creature.scale.Scale[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.scale.shader_scale(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw

  • rand -- (default: True)

slimy#

class infinigen.assets.materials.creature.slimy.Slimy[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.slimy.shader_slimy(nw, rand=False, **input_kwargs)[source]#
Parameters:
  • nw

  • rand -- (default: False)

snake#

class infinigen.assets.materials.creature.snake.Snake[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.creature.snake.shader_black_white_snake(nw, rand=True)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

infinigen.assets.materials.creature.snake.shader_brown(nw, rand=False)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: False)

infinigen.assets.materials.creature.snake.shader_golden(nw, rand=False)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: False)

infinigen.assets.materials.creature.snake.shader_green(nw, rand=True)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

infinigen.assets.materials.creature.snake.shader_shining_golden(nw, rand=True)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

snake_scale#

class infinigen.assets.materials.creature.snake_scale.SnakeScale[source]#

Bases: object

apply(obj, **kwargs)[source]#
Parameters:

obj

spot_sparse#

class infinigen.assets.materials.creature.spot_sparse.SpotSparse[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.spot_sparse.shader_spots_sparse_attr(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: True)

three_color_spots#

class infinigen.assets.materials.creature.three_color_spots.ThreeColorSpots[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.three_color_spots.shader_spot(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw

  • rand -- (default: True)

tiger#

class infinigen.assets.materials.creature.tiger.Tiger[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.creature.tiger.shader_tiger_attr(nw)[source]#
Parameters:

nw (NodeWrangler)

tongue#

class infinigen.assets.materials.creature.tongue.Tongue[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.creature.tongue.shader_tongue(nw)[source]#
Parameters:

nw (NodeWrangler)

two_color_spots#

class infinigen.assets.materials.creature.two_color_spots.TwoColorSpots[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.two_color_spots.shader_two_color_spots(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw

  • rand -- (default: True)

two_color_z#

class infinigen.assets.materials.creature.two_color_z.TwoColorZ[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.creature.two_color_z.shader_twocolorz(nw, rand=True, **input_kwargs)[source]#
Parameters:
  • nw

  • rand -- (default: True)

Module contents#

Dev (.assets.materials.dev)#

basic_bsdf#

class infinigen.assets.materials.dev.basic_bsdf.BasicBSDF[source]#

Bases: object

shader(hsv=None)[source]#
Parameters:
  • nw

  • hsv -- (default: None)

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

  • selection -- (default: None)

generate(hsv=None)[source]#
Parameters:

hsv -- (default: None)

infinigen.assets.materials.dev.basic_bsdf.shader_basic_bsdf(nw, hsv=None)[source]#
Parameters:
  • nw

  • hsv -- (default: None)

face_size_visualizer#

class infinigen.assets.materials.dev.face_size_visualizer.FaceSizeVisualizer[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.dev.face_size_visualizer.shader_material(nw)[source]#
Parameters:

nw (NodeWrangler)

invisible_to_camera#

class infinigen.assets.materials.dev.invisible_to_camera.InvisibleToCamera[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.dev.invisible_to_camera.shader_invisible(nw)[source]#
Parameters:

nw (NodeWrangler)

Module contents#

Fabric (.assets.materials.fabric)#

coarse_knit_fabric#

class infinigen.assets.materials.fabric.coarse_knit_fabric.CoarseKnitFabric[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
infinigen.assets.materials.fabric.coarse_knit_fabric.shader_fabric_base(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • _pattern_mixer -- (default: 1.0)

  • _pattern_density -- (default: 0.15)

  • _color -- (default: [5, 10.0, 10.0])

  • _brick_knit -- (default: 0.0)

  • _knit_resolution -- (default: 3.0)

  • _brick_resolution -- (default: 40)

  • _crease_resolution -- (default: 200)

  • _smoothness -- (default: 0.7)

  • _color_shader_frac -- (default: 0.01)

infinigen.assets.materials.fabric.coarse_knit_fabric.shader_coarse_knit_fabric(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

fine_knit_fabric#

class infinigen.assets.materials.fabric.fine_knit_fabric.FineKnitFabric[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
infinigen.assets.materials.fabric.fine_knit_fabric.shader_material(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • _color -- (default: [0.2, 0.2, 0.2])

  • _roughness -- (default: 0.4)

  • _thread_density_x -- (default: 200)

  • _relative_density_y -- (default: 1.0)

  • _displacement_scale -- (default: 0.005)

  • _map -- (default: 'UV')

infinigen.assets.materials.fabric.fine_knit_fabric.shader_fine_knit_fabric(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

leather#

class infinigen.assets.materials.fabric.leather.Leather[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

generate()[source]#
infinigen.assets.materials.fabric.leather.shader_leather(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

lined_fabric#

class infinigen.assets.materials.fabric.lined_fabric.LinedFabric[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
infinigen.assets.materials.fabric.lined_fabric.shader_lined_fur_base(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • _hue -- (default: 0.3)

  • _saturation -- (default: 0.7)

  • _line_density -- (default: 10)

infinigen.assets.materials.fabric.lined_fabric.shader_lined_fur_random(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

plaid_fabric#

class infinigen.assets.materials.fabric.plaid_fabric.PlaidFabric[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • weave_scale -- (default: 500.0)

  • color_scale -- (default: None)

  • color_1_hsv -- (default: None)

  • color_2_hsv -- (default: None)

generate()[source]#
infinigen.assets.materials.fabric.plaid_fabric.shader_fabric(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • weave_scale -- (default: 500.0)

  • color_scale -- (default: None)

  • color_1_hsv -- (default: None)

  • color_2_hsv -- (default: None)

rug#

class infinigen.assets.materials.fabric.rug.Rug[source]#

Bases: object

shader(strength=0.01, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • strength -- (default: 0.01)

generate()[source]#
infinigen.assets.materials.fabric.rug.shader_rug(nw, strength=0.01, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • strength -- (default: 0.01)

sofa_fabric#

class infinigen.assets.materials.fabric.sofa_fabric.SofaFabric[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1)

  • strength -- (default: 0.01)

generate()[source]#
infinigen.assets.materials.fabric.sofa_fabric.shader_sofa_fabric(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1)

  • strength -- (default: 0.01)

velvet#

class infinigen.assets.materials.fabric.velvet.Velvet[source]#

Bases: object

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

  • selection -- (default: None)

generate()[source]#
infinigen.assets.materials.fabric.velvet.shader_velvet(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

Module contents#

Fluid (.assets.materials.fluid)#

atmosphere_light_haze#

class infinigen.assets.materials.fluid.atmosphere_light_haze.AtmosphereLightHaze[source]#

Bases: object

type = None#
shader(...)[source]#
Parameters:
  • nw

  • enable_scatter -- (default: True)

  • density -- (default: ('uniform', 0, 0.006))

  • anisotropy -- (default: 0.5)

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

  • selection -- (default: None)

infinigen.assets.materials.fluid.atmosphere_light_haze.shader_atmosphere(...)[source]#
Parameters:
  • nw

  • enable_scatter -- (default: True)

  • density -- (default: ('uniform', 0, 0.006))

  • anisotropy -- (default: 0.5)

blackbody#

class infinigen.assets.materials.fluid.blackbody.BlackBody[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

lava#

class infinigen.assets.materials.fluid.lava.Lava[source]#

Bases: object

type = 'BlenderDisplacement'#
mod_name = 'lava_geo'#
name = 'lava'#
shader()[source]#
Parameters:

nw

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

  • selection -- (default: None)

river_water#

class infinigen.assets.materials.fluid.river_water.RiverWater[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.fluid.river_water.shader_river_water(nw)[source]#
Parameters:

nw (NodeWrangler)

smoke#

class infinigen.assets.materials.fluid.smoke.Smoke[source]#

Bases: object

shader()[source]#
Parameters:

nw

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

  • selection -- (default: None)

water#

class infinigen.assets.materials.fluid.water.Water[source]#

Bases: object

type = 'BlenderDisplacement'#
mod_name = 'geo_water'#
name = 'water'#
info = {}#
apply(...)[source]#
Parameters:
  • objs

  • is_ocean -- (default: False)

  • coastal -- (default: 0)

  • selection -- (default: None)

infinigen.assets.materials.fluid.water.shader(...)[source]#
Parameters:
  • nw

  • asset_paths

  • coastal

  • color -- (default: None)

  • enable_scatter -- (default: True)

  • colored -- (default: False)

  • emissive_foam -- (default: False)

  • volume_density -- (default: ('uniform', 0.07, 0.09))

  • anisotropy -- (default: ('clip_gaussian', 0.75, 0.2, 0.5, 1))

  • mix_surface -- (default: False)

  • random_seed -- (default: 0)

waterfall#

class infinigen.assets.materials.fluid.waterfall.Waterfall[source]#

Bases: object

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

  • selection -- (default: None)

whitewater#

class infinigen.assets.materials.fluid.whitewater.Whitewater[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

Module contents#

Metal (.assets.materials.metal)#

aluminum#

class infinigen.assets.materials.metal.aluminum.Aluminum[source]#

Bases: object

shader(rand=False, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: False)

generate(**kwargs)[source]#
apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.metal.aluminum.shader_aluminumdisp2tut(nw, rand=False, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • rand -- (default: False)

appliance#

class infinigen.assets.materials.metal.appliance.BrushedBlackMetal[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

class infinigen.assets.materials.metal.appliance.WhiteMetal[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
class infinigen.assets.materials.metal.appliance.BlackGlass[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

infinigen.assets.materials.metal.appliance.shader_brushed_black_metal(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.metal.appliance.shader_white_metal(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.metal.appliance.shader_black_glass(nw)[source]#
Parameters:

nw (NodeWrangler)

brushed_metal#

class infinigen.assets.materials.metal.brushed_metal.BrushedMetal[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

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

  • selection -- (default: None)

infinigen.assets.materials.metal.brushed_metal.shader_brushed_metal(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

galvanized_metal#

class infinigen.assets.materials.metal.galvanized_metal.GalvanizedMetal[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

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

  • selection -- (default: None)

infinigen.assets.materials.metal.galvanized_metal.shader_galvanized_metal(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

grained_and_polished_metal#

class infinigen.assets.materials.metal.grained_and_polished_metal.GrainedMetal[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • roughness -- (default: None)

  • seed -- (default: None)

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

  • selection -- (default: None)

infinigen.assets.materials.metal.grained_and_polished_metal.shader_grained_metal(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color_hsv -- (default: None)

  • roughness -- (default: None)

  • seed -- (default: None)

hammered_metal#

class infinigen.assets.materials.metal.hammered_metal.HammeredMetal[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: None)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

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

  • selection -- (default: None)

infinigen.assets.materials.metal.hammered_metal.shader_hammered_metal(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: None)

  • base_color_hsv -- (default: None)

  • seed -- (default: None)

metal_basic#

class infinigen.assets.materials.metal.metal_basic.MetalBasic[source]#

Bases: object

shader(color_hsv=None, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • color_hsv -- (default: None)

generate(selection=None, color_hsv=None, **kwargs)[source]#
Parameters:
  • selection -- (default: None)

  • color_hsv -- (default: None)

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

  • selection -- (default: None)

infinigen.assets.materials.metal.metal_basic.shader_metal(nw, color_hsv=None, **kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • color_hsv -- (default: None)

mirror#

class infinigen.assets.materials.metal.mirror.Mirror[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

infinigen.assets.materials.metal.mirror.shader_mirror(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

Module contents#

Plant (.assets.materials.plant)#

bark#

class infinigen.assets.materials.plant.bark.Bark[source]#

Bases: object

apply(...)[source]#
Parameters:
  • obj

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.plant.bark.shader_bark(nw, rand=False, **input_kwargs)[source]#
Parameters:
  • nw

  • rand -- (default: False)

bark_birch#

class infinigen.assets.materials.plant.bark_birch.BarkBirch[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.bark_birch.shader_birch_mat(nw, selection=None)[source]#
Parameters:
  • nw

  • selection -- (default: None)

bark_random#

class infinigen.assets.materials.plant.bark_random.BarkRandom[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.bark_random.nodegroup_shader_canonical_coord(*args, **kwargs)[source]#
infinigen.assets.materials.plant.bark_random.nodegroup_canonical_coord(*args, **kwargs)[source]#
infinigen.assets.materials.plant.bark_random.nodegroup_apply_geo_matv2(*args, **kwargs)[source]#
infinigen.assets.materials.plant.bark_random.shader_random_bark_mat(...)[source]#
Parameters:
  • nw

  • base_color_hsv (Tuple)

  • geo_params

  • selection -- (default: None)

grass_blade#

class infinigen.assets.materials.plant.grass_blade.GrassBlade[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.grass_blade.shader_grass_texture_original(nw)[source]#
Parameters:

nw (NodeWrangler)

simple_brownish#

class infinigen.assets.materials.plant.simple_brownish.SimpleBrownish[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.simple_brownish.shader_simple_brown(nw)[source]#
Parameters:

nw (NodeWrangler)

simple_greenery#

class infinigen.assets.materials.plant.simple_greenery.SimpleGreenery[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.simple_greenery.shader_simple_greenery(nw)[source]#
Parameters:

nw (NodeWrangler)

simple_whitish#

class infinigen.assets.materials.plant.simple_whitish.SimpleWhiteish[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.simple_whitish.shader_simple_white(nw)[source]#
Parameters:

nw (NodeWrangler)

snake_plant#

class infinigen.assets.materials.plant.snake_plant.SnakePlant[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.snake_plant.shader_snake_plant(nw)[source]#
Parameters:

nw (NodeWrangler)

spider_plant#

class infinigen.assets.materials.plant.spider_plant.SpiderPlant[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.spider_plant.shader_spider_plant(nw)[source]#
Parameters:

nw (NodeWrangler)

succulent#

class infinigen.assets.materials.plant.succulent.Succulent[source]#

Bases: object

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

  • selection -- (default: None)

infinigen.assets.materials.plant.succulent.shader_green_transition_succulent(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.plant.succulent.shader_pink_transition_succulent(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.plant.succulent.shader_green_succulent(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.plant.succulent.shader_yellow_succulent(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.plant.succulent.shader_whitish_green_succulent(nw)[source]#
Parameters:

nw (NodeWrangler)

Module contents#

Plastic (.assets.materials.plastic)#

black_plastic#

class infinigen.assets.materials.plastic.black_plastic.BlackPlastic[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

infinigen.assets.materials.plastic.black_plastic.shader_black(nw)[source]#
Parameters:

nw (NodeWrangler)

bumpy_rubber_floor#

class infinigen.assets.materials.plastic.bumpy_rubber_floor.BumpyRubberFloor[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 2.0)

  • base_color -- (default: None)

  • seed -- (default: None)

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

  • selection -- (default: None)

infinigen.assets.materials.plastic.bumpy_rubber_floor.shader_bumpy_rubber(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 2.0)

  • base_color -- (default: None)

  • seed -- (default: None)

plastic#

class infinigen.assets.materials.plastic.plastic.Plastic[source]#

Bases: object

sample_plastic(clear=None, **kwargs)[source]#
Parameters:

clear -- (default: None)

generate(clear=None, color_rgba=None, **kwargs)[source]#
Parameters:
  • clear -- (default: None)

  • color_rgba -- (default: None)

apply(...)[source]#
Parameters:
  • obj

  • selection -- (default: None)

  • clear -- (default: None)

plastic_rough#

class infinigen.assets.materials.plastic.plastic_rough.PlasticRough[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color -- (default: None)

  • roughness -- (default: None)

  • seed -- (default: None)

  • clear -- (default: False)

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

  • selection -- (default: None)

infinigen.assets.materials.plastic.plastic_rough.shader_rough_plastic(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1.0)

  • base_color -- (default: None)

  • roughness -- (default: None)

  • seed -- (default: None)

  • clear -- (default: False)

plastic_translucent#

class infinigen.assets.materials.plastic.plastic_translucent.PlasticTranslucent[source]#

Bases: object

shader(clear=False, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • clear -- (default: False)

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

  • selection -- (default: None)

infinigen.assets.materials.plastic.plastic_translucent.shader_translucent_plastic(nw, clear=False, **input_kwargs)[source]#
Parameters:
  • nw (NodeWrangler)

  • clear -- (default: False)

Module contents#

Terrain (.assets.materials.terrain)#

chunkyrock#

class infinigen.assets.materials.terrain.chunkyrock.ChunkyRock[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_rocks'#
name = 'chunkyrock'#
apply(...)[source]#
Parameters:
  • obj

  • selection -- (default: None)

  • geo_kwargs -- (default: None)

  • shader_kwargs -- (default: None)

infinigen.assets.materials.terrain.chunkyrock.shader_rocks(...)[source]#
Parameters:
  • nw

  • rand -- (default: True)

  • random_seed -- (default: 0)

cobble_stone#

class infinigen.assets.materials.terrain.cobble_stone.CobbleStone[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_cobblestone'#
name = 'cobble_stone'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.cobble_stone.shader_cobblestone(nw, random_seed=0)[source]#
Parameters:
  • nw (NodeWrangler)

  • random_seed -- (default: 0)

cracked_ground#

class infinigen.assets.materials.terrain.cracked_ground.CrackedGround[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_cracked_ground'#
name = 'cracked_ground'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.cracked_ground.shader_cracked_ground(nw, random_seed=0)[source]#
Parameters:
  • nw (NodeWrangler)

  • random_seed -- (default: 0)

dirt#

class infinigen.assets.materials.terrain.dirt.Dirt[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_dirt'#
name = 'dirt'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.dirt.shader_dirt(nw, random_seed=0)[source]#
Parameters:
  • nw

  • random_seed -- (default: 0)

ice#

class infinigen.assets.materials.terrain.ice.Ice[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_ice'#
name = 'ice'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.ice.shader_ice(nw)[source]#
Parameters:

nw (NodeWrangler)

mountain#

class infinigen.assets.materials.terrain.mountain.Mountain[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_MOUNTAIN'#
name = 'mountain'#
apply(objs, selection=None, **kwargs)[source]#
Parameters:
  • objs

  • selection -- (default: None)

infinigen.assets.materials.terrain.mountain.geo_MOUNTAIN_general(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • n_noise

  • noise_params

  • n_crack

  • crack_params

  • crack_modulation_params

  • selection -- (default: None)

infinigen.assets.materials.terrain.mountain.shader_MOUNTAIN(...)[source]#
Parameters:
  • nw

  • obj

  • is_rock -- (default: False)

  • spherical -- (default: False)

  • preset_zrange -- (default: (0, 120))

  • color -- (default: ('palette', 'mountain soil'))

  • shader_roughness -- (default: 1)

  • num_layers -- (default: 16)

  • random_seed -- (default: 0)

  • layered_mountain -- (default: True)

  • prob_arranged_layers -- (default: 0.1)

  • hue_diff -- (default: 0.1)

  • max_sat -- (default: 0.4)

  • max_val -- (default: 0.4)

  • snowy -- (default: False)

mud#

class infinigen.assets.materials.terrain.mud.Mud[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_mud'#
name = 'mud'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.mud.shader_mud(nw)[source]#
Parameters:

nw (NodeWrangler)

sand#

class infinigen.assets.materials.terrain.sand.Sand[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_SAND'#
name = 'sand'#
apply(objs, selection=None, **kwargs)[source]#
Parameters:
  • objs

  • selection -- (default: None)

infinigen.assets.materials.terrain.sand.shader_SAND(...)[source]#
Parameters:
  • nw

  • color -- (default: ('palette', 'desert'))

  • random_seed -- (default: 0)

  • wet -- (default: False)

  • wet_part -- (default: ('uniform', 0.2, 0.25))

sandstone#

class infinigen.assets.materials.terrain.sandstone.Sandstone[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geometry_sandstone'#
name = 'sandstone'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.sandstone.shader(nw, color=('palette', 'sandstone'))[source]#
Parameters:
  • nw (NodeWrangler)

  • color -- (default: ('palette', 'sandstone'))

soil#

class infinigen.assets.materials.terrain.soil.Soil[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geometry_soil'#
name = 'soil'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.soil.shader_soil(nw, random_seed=0)[source]#
Parameters:
  • nw

  • random_seed -- (default: 0)

stone#

class infinigen.assets.materials.terrain.stone.Stone[source]#

Bases: object

type = 'SDFPerturb'#
mod_name = 'geo_stone'#
name = 'stone'#
apply(obj, selection=None, **kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

infinigen.assets.materials.terrain.stone.shader_stone(nw, random_seed=0)[source]#
Parameters:
  • nw

  • random_seed -- (default: 0)

Module contents#

Tiles (.assets.materials.tiles)#

advanced_tiles#

infinigen.assets.materials.tiles.advanced_tiles.shader_raw_tiles(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.tiles.advanced_tiles.apply(...)[source]#
Parameters:
  • obj

  • selection -- (default: None)

  • vertical -- (default: False)

basket_weave#

infinigen.assets.materials.tiles.basket_weave.nodegroup_basket_weave(*args, **kwargs)[source]#

brick#

infinigen.assets.materials.tiles.brick.nodegroup_brick(*args, **kwargs)[source]#

cheveron#

infinigen.assets.materials.tiles.cheveron.nodegroup_cheveron(*args, **kwargs)[source]#

diamond#

infinigen.assets.materials.tiles.diamond.nodegroup_diamond(*args, **kwargs)[source]#

herringbone#

infinigen.assets.materials.tiles.herringbone.nodegroup_herringbone(*args, **kwargs)[source]#

hexagon#

infinigen.assets.materials.tiles.hexagon.nodegroup_hexagon(*args, **kwargs)[source]#

shell#

infinigen.assets.materials.tiles.shell.nodegroup_shell(*args, **kwargs)[source]#

spanish_bound#

infinigen.assets.materials.tiles.spanish_bound.nodegroup_spanish_bound(*args, **kwargs)[source]#

star#

infinigen.assets.materials.tiles.star.nodegroup_star(*args, **kwargs)[source]#

triangle#

infinigen.assets.materials.tiles.triangle.nodegroup_triangle(*args, **kwargs)[source]#

utils#

infinigen.assets.materials.tiles.utils.nodegroup_scalar_positive_modulo(*args, **kwargs)[source]#
infinigen.assets.materials.tiles.utils.nodegroup_u_v_recenter(*args, **kwargs)[source]#

Utils (.assets.materials.utils)#

common#

infinigen.assets.materials.utils.common.apply(...)[source]#
Parameters:
  • obj

  • shader_func

  • selection -- (default: None)

infinigen.assets.materials.utils.common.get_selection(obj, selection)[source]#
Parameters:
  • obj

  • selection

surface_utils#

infinigen.assets.materials.utils.surface_utils.nodegroup_norm_vec(*args, **kwargs)[source]#
infinigen.assets.materials.utils.surface_utils.sample_range(x_min, x_max)[source]#
Parameters:
  • x_min

  • x_max

infinigen.assets.materials.utils.surface_utils.sample_ratio(x, sample_min=0.5, sample_max=2)[source]#
Parameters:
  • x

  • sample_min -- (default: 0.5)

  • sample_max -- (default: 2)

infinigen.assets.materials.utils.surface_utils.sample_color(color, offset=0, keep_sum=False)[source]#
Parameters:
  • color

  • offset -- (default: 0)

  • keep_sum -- (default: False)

infinigen.assets.materials.utils.surface_utils.geo_voronoi_noise(nw, rand=False, **input_kwargs)[source]#
Parameters:
  • nw

  • rand -- (default: False)

infinigen.assets.materials.utils.surface_utils.perturb_coordinates(...)[source]#
Parameters:
  • nw

  • node

  • location

  • rotation

Module contents#

Wear Tear (.assets.materials.wear_tear)#

edge_wear#

class infinigen.assets.materials.wear_tear.edge_wear.EdgeWear[source]#

Bases: object

apply_over(obj, selection=None, **shader_kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

apply(obj)[source]#
Parameters:

obj

infinigen.assets.materials.wear_tear.edge_wear.shader_edge_tear_free_node_group(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • original_bsdf

  • original_displacement

  • _worn_off_opacity -- (default: 0.5)

  • _worn_off_radius -- (default: 0.015)

  • _scratch_radius -- (default: 0.01)

  • _worn_off_mask_randomness -- (default: 2.0)

  • _edge_base_color_hue -- (default: 1.0)

  • _edge_base_color_whiteness -- (default: 0.1)

  • _scratch_mask_randomness -- (default: 0.5)

  • _scratch_density -- (default: 5.0)

  • _scratch_opacity -- (default: 0.2)

scratches#

class infinigen.assets.materials.wear_tear.scratches.Scratches[source]#

Bases: object

apply_over(obj, selection=None, **shader_kwargs)[source]#
Parameters:
  • obj

  • selection -- (default: None)

apply(obj=None)[source]#
Parameters:

obj -- (default: None)

Wood (.assets.materials.wood)#

composite_wood_tile#

class infinigen.assets.materials.wood.composite_wood_tile.CompositeWoodTile[source]#

Bases: object

generate()[source]#

crossed_wood_tile#

class infinigen.assets.materials.wood.crossed_wood_tile.CrossedWoodTile[source]#

Bases: object

generate()[source]#

hardwood_floor#

class infinigen.assets.materials.wood.hardwood_floor.HardwoodFloor[source]#

Bases: object

shader(rotation=None)[source]#
Parameters:
  • nw (NodeWrangler)

  • rotation -- (default: None)

generate(selection=None, rotation=None)[source]#
Parameters:
  • selection -- (default: None)

  • rotation -- (default: None)

infinigen.assets.materials.wood.hardwood_floor.shader_hardwood_floor(nw, rotation=None)[source]#
Parameters:
  • nw (NodeWrangler)

  • rotation -- (default: None)

hexagon_wood_tile#

class infinigen.assets.materials.wood.hexagon_wood_tile.HexagonWoodTile[source]#

Bases: object

generate()[source]#

non_wood_tile#

class infinigen.assets.materials.wood.non_wood_tile.NonWoodTile[source]#

Bases: object

generate(shader_func=None, shape=None)[source]#
Parameters:
  • shader_func -- (default: None)

  • shape -- (default: None)

plywood#

class infinigen.assets.materials.wood.plywood.WhitePlywood[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

class infinigen.assets.materials.wood.plywood.BlackPlywood[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

class infinigen.assets.materials.wood.plywood.BlondePlywood[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

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

  • selection -- (default: None)

infinigen.assets.materials.wood.plywood.shader_shelves_white(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.wood.plywood.shader_shelves_white_sampler()[source]#
infinigen.assets.materials.wood.plywood.shader_shelves_black_wood(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.wood.plywood.shader_shelves_black_wood_sampler()[source]#
infinigen.assets.materials.wood.plywood.shader_shelves_wood(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.wood.plywood.shader_shelves_wood_sampler()[source]#
infinigen.assets.materials.wood.plywood.shader_shelves_black_metallic(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.wood.plywood.shader_shelves_black_metallic_sampler()[source]#
infinigen.assets.materials.wood.plywood.shader_shelves_white_metallic(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.wood.plywood.shader_shelves_white_metallic_sampler()[source]#
infinigen.assets.materials.wood.plywood.get_shelf_material(name, **kwargs)[source]#
Parameters:

name

infinigen.assets.materials.wood.plywood.shader_shelves_black_wood_z(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.wood.plywood.shader_shelves_wood_z(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

square_wood_tile#

class infinigen.assets.materials.wood.square_wood_tile.SquareWoodTile[source]#

Bases: object

generate()[source]#

staggered_wood_tile#

class infinigen.assets.materials.wood.staggered_wood_tile.StaggeredWoodTile[source]#

Bases: object

generate()[source]#

table_wood#

class infinigen.assets.materials.wood.table_wood.TableWood[source]#

Bases: object

shader(**kwargs)[source]#
Parameters:

nw (NodeWrangler)

generate()[source]#
infinigen.assets.materials.wood.table_wood.shader_wood(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

tiled_wood#

class infinigen.assets.materials.wood.tiled_wood.TiledWood[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • hscale -- (default: None)

  • vscale -- (default: None)

  • base_color -- (default: None)

  • seed -- (default: None)

generate()[source]#
infinigen.assets.materials.wood.tiled_wood.shader_wood_tiled(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • hscale -- (default: None)

  • vscale -- (default: None)

  • base_color -- (default: None)

  • seed -- (default: None)

wood#

class infinigen.assets.materials.wood.wood.Wood[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • color -- (default: None)

  • w -- (default: None)

  • vertical -- (default: False)

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

  • selection -- (default: None)

infinigen.assets.materials.wood.wood.get_color()[source]#
infinigen.assets.materials.wood.wood.shader_wood(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • color -- (default: None)

  • w -- (default: None)

  • vertical -- (default: False)

wood_old#

class infinigen.assets.materials.wood.wood_old.WoodOld[source]#

Bases: object

shader(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1)

  • offset -- (default: None)

  • rotation -- (default: None)

generate()[source]#
infinigen.assets.materials.wood.wood_old.shader_wood_old(...)[source]#
Parameters:
  • nw (NodeWrangler)

  • scale -- (default: 1)

  • offset -- (default: None)

  • rotation -- (default: None)

wood_tile#

class infinigen.assets.materials.wood.wood_tile.WoodTiles[source]#

Bases: object

generate()[source]#

Module contents#

art#

class infinigen.assets.materials.art.Art[source]#

Bases: Text

static scale_uniform(min_, max_)[source]#
Parameters:
  • min

  • max

class infinigen.assets.materials.art.DarkArt[source]#

Bases: Art

make_shader_func(bbox)[source]#
Parameters:

bbox

class infinigen.assets.materials.art.ArtComposite[source]#

Bases: DarkArt

property base_shader#
make_shader_func(bbox)[source]#
Parameters:

bbox

classmethod make_sphere()[source]#
class infinigen.assets.materials.art.ArtRug[source]#

Bases: ArtComposite

property base_shader#
class infinigen.assets.materials.art.ArtFabric[source]#

Bases: ArtComposite

property base_shader#
class infinigen.assets.materials.art.ArtGeneral[source]#

Bases: object

generate(selection=None, bbox=(0, 1, 0, 1), **kwargs)[source]#
Parameters:
  • selection -- (default: None)

  • bbox -- (default: (0, 1, 0, 1))

dishwasher_shaders#

infinigen.assets.materials.dishwasher_shaders.shader_black_medal_002(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.dishwasher_shaders.shader_glass_002(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.dishwasher_shaders.shader_metal_002(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.dishwasher_shaders.shader_white_metal_002(nw)[source]#
Parameters:

nw (NodeWrangler)

lamp_shaders#

class infinigen.assets.materials.lamp_shaders.LampShade[source]#

Bases: object

shader()[source]#
Parameters:

nw (NodeWrangler)

generate(selection=None, **kwargs)[source]#
Parameters:

selection -- (default: None)

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

  • selection -- (default: None)

infinigen.assets.materials.lamp_shaders.shader_lampshade(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.lamp_shaders.shader_lamp_bulb_nonemissive(nw)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.lamp_shaders.shader_black(nw)[source]#
Parameters:

nw (NodeWrangler)

table_marble#

infinigen.assets.materials.table_marble.shader_marble(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

infinigen.assets.materials.table_marble.shader_wood(nw, **kwargs)[source]#
Parameters:

nw (NodeWrangler)

text#

class infinigen.assets.materials.text.Text(has_barcode=True, emission=0)[source]#

Bases: object

default_font_name = 'DejaVu Sans'#
patch_fns = ('weighted_choice', (2, <class 'matplotlib.patches.Circle'>), (4, <class 'matplotlib.patches.Rectangle'>), (1, <class 'matplotlib.patches.Wedge'>), (1, <class 'matplotlib.patches.RegularPolygon'>), (1, <class 'matplotlib.patches.Ellipse'>), (2, <class 'matplotlib.patches.Arrow'>), (2, <class 'matplotlib.patches.FancyBboxPatch'>))#
hatches = {'*', '+', '-', '.', '/', 'O', '\\', 'o', 'x', '|'}#
font_weights = ['normal', 'bold', 'heavy']#
font_styles = ['normal', 'italic', 'oblique']#
static build_diverging_colormap()[source]#
static build_sequential_colormap()[source]#
property random_color#
property random_colors#
build_image(bbox)[source]#
Parameters:

bbox

static loc_uniform(min_, max_, size=None)[source]#
Parameters:
  • min

  • max

  • size -- (default: None)

static scale_uniform(min_, max_)[source]#
Parameters:
  • min

  • max

get_locs(bbox, n)[source]#
Parameters:
  • bbox

  • n

add_divider(rs)[source]#
Parameters:

rs

add_patches(locs, bbox)[source]#
Parameters:
  • locs

  • bbox

add_texts(locs)[source]#
Parameters:

locs

add_barcodes(locs)[source]#
Parameters:

locs

make_shader_func(bbox)[source]#
Parameters:

bbox

generate(selection=None, bbox=(0, 1, 0, 1), **kwargs)[source]#
Parameters:
  • selection -- (default: None)

  • bbox -- (default: (0, 1, 0, 1))

class infinigen.assets.materials.text.TextGeneral[source]#

Bases: object

generate(...)[source]#
Parameters:
  • selection -- (default: None)

  • bbox -- (default: (0, 1, 0, 1))

  • has_barcode -- (default: True)

  • emission -- (default: 0)

class infinigen.assets.materials.text.TextNoBarcode[source]#

Bases: object

generate(...)[source]#
Parameters:
  • selection -- (default: None)

  • bbox -- (default: (0, 1, 0, 1))

  • emission -- (default: 0)

infinigen.assets.materials.text.make_sphere()[source]#

Module contents#