Base Materials (.shaders.base_materials)

Contents

Base Materials (.shaders.base_materials)#

brick_concrete#

infinigen2.shaders.base_materials.brick_concrete.brick_concrete(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.brick_concrete.brick_concrete_color_rand(rng) pf.ProcNode[pf.Color] | pf.Color[source]#

Color which is typically red-brown-yellow, with light values tending to be unsaturated

Parameters:

rng (Generator)

infinigen2.shaders.base_materials.brick_concrete.brick_concrete_grout_rand(...)[source]#
Parameters:
infinigen2.shaders.base_materials.brick_concrete.brick_concrete_rand(...)[source]#

Example renders

infinigen2.shaders.base_materials.brick_concrete.brick_concrete_rand seed 0
infinigen2 brick_concrete_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.brick_concrete.brick_concrete_rand seed 1
infinigen2 brick_concrete_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.brick_concrete.brick_concrete_rand seed 2
infinigen2 brick_concrete_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.brick_concrete.brick_concrete_rand seed 3
infinigen2 brick_concrete_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.brick_concrete.brick_concrete_rand seed 4
infinigen2 brick_concrete_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.brick_concrete.brick_concrete_rand seed 5
infinigen2 brick_concrete_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

carpet#

infinigen2.shaders.base_materials.carpet.carpet_noisy_preset(vector)[source]#
infinigen2.shaders.base_materials.carpet.carpet_noisy_preset seed 0
infinigen2 carpet_noisy_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_noisy_rand(...)[source]#
Parameters:
infinigen2.shaders.base_materials.carpet.carpet_rand(rng, vector)[source]#

Example renders

infinigen2.shaders.base_materials.carpet.carpet_rand seed 0
infinigen2 carpet_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_rand seed 1
infinigen2 carpet_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_rand seed 2
infinigen2 carpet_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_rand seed 3
infinigen2 carpet_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_rand seed 4
infinigen2 carpet_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_rand seed 5
infinigen2 carpet_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.carpet.carpet_streaks_faint_preset(vector)[source]#
infinigen2.shaders.base_materials.carpet.carpet_streaks_faint_preset seed 0
infinigen2 carpet_streaks_faint_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_streaks_faint_rand(...)[source]#
Parameters:
infinigen2.shaders.base_materials.carpet.carpet_streaks_right_angle_preset(vector)[source]#
infinigen2.shaders.base_materials.carpet.carpet_streaks_right_angle_preset seed 0
infinigen2 carpet_streaks_right_angle_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_streaks_right_angle_rand(...)[source]#
Parameters:
infinigen2.shaders.base_materials.carpet.carpet_streaks_short_preset(vector)[source]#
infinigen2.shaders.base_materials.carpet.carpet_streaks_short_preset seed 0
infinigen2 carpet_streaks_short_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.carpet.carpet_streaks_short_rand(...)[source]#
Parameters:

ceramic#

infinigen2.shaders.base_materials.ceramic.ceramic(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.ceramic.ceramic_color_rand(rng) pf.Color[source]#
Parameters:

rng (Generator)

infinigen2.shaders.base_materials.ceramic.ceramic_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.ceramic.ceramic_rand seed 0
infinigen2 ceramic_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.ceramic.ceramic_rand seed 1
infinigen2 ceramic_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.ceramic.ceramic_rand seed 2
infinigen2 ceramic_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.ceramic.ceramic_rand seed 3
infinigen2 ceramic_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.ceramic.ceramic_rand seed 4
infinigen2 ceramic_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.ceramic.ceramic_rand seed 5
infinigen2 ceramic_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

concrete#

infinigen2.shaders.base_materials.concrete.concrete(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.concrete.concrete_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.concrete.concrete_rand seed 0
infinigen2 concrete_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.concrete.concrete_rand seed 1
infinigen2 concrete_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.concrete.concrete_rand seed 2
infinigen2 concrete_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.concrete.concrete_rand seed 3
infinigen2 concrete_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.concrete.concrete_rand seed 4
infinigen2 concrete_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.concrete.concrete_rand seed 5
infinigen2 concrete_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

emissive_nonblocking#

infinigen2.shaders.base_materials.emissive_nonblocking.lamp_bulb_nonemissive(base_color=Color((0.5, 0.44, 0.37))) pf.Material[source]#

Material that is transparent to light rays but translucent to camera.

Used for lamp bulbs so they don’t block the point light inside.

Parameters:

base_color (pf.ProcNode[pf.Color] | pf.Color) -- (default: Color((0.5, 0.44, 0.37)))

fabric#

class infinigen2.shaders.base_materials.fabric.FabricResult(...)[source]#

Bases: NamedTuple

surface: pf.ProcNode[Shader]#
displacement: pf.ProcNode[pf.Vector]#
color: pf.ProcNode[pf.Color]#
thread_mask: pf.ProcNode[float]#
alpha: pf.ProcNode[float]#
infinigen2.shaders.base_materials.fabric.fabric(...) FabricResult[source]#
Parameters:
infinigen2.shaders.base_materials.fabric.fabric_coarse_preset(vector, color=Color((0.2, 0.12, 0.08)))[source]#
infinigen2.shaders.base_materials.fabric.fabric_coarse_preset seed 0
infinigen2 fabric_coarse_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_color_rand(rng, value=None) pf.Color[source]#
Parameters:
infinigen2.shaders.base_materials.fabric.fabric_fine_preset(vector, color=Color((0.36, 0.3, 0.24)))[source]#
infinigen2.shaders.base_materials.fabric.fabric_fine_preset seed 0
infinigen2 fabric_fine_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_rand(rng, vector, base_color=None)[source]#

Example renders

infinigen2.shaders.base_materials.fabric.fabric_rand seed 0
infinigen2 fabric_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_rand seed 1
infinigen2 fabric_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_rand seed 2
infinigen2 fabric_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_rand seed 3
infinigen2 fabric_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_rand seed 4
infinigen2 fabric_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_rand seed 5
infinigen2 fabric_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.fabric.fabric_translucent_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.fabric.fabric_translucent_rand seed 0
infinigen2 fabric_translucent_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_translucent_rand seed 1
infinigen2 fabric_translucent_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_translucent_rand seed 2
infinigen2 fabric_translucent_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_translucent_rand seed 3
infinigen2 fabric_translucent_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_translucent_rand seed 4
infinigen2 fabric_translucent_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.fabric.fabric_translucent_rand seed 5
infinigen2 fabric_translucent_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

glass_colored#

infinigen2.shaders.base_materials.glass_colored.glass_colored(base_color, roughness=0.0) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.glass_colored.glass_colored_color_rand(rng) pf.Color[source]#
Parameters:

rng (Generator)

infinigen2.shaders.base_materials.glass_colored.glass_colored_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.glass_colored.glass_colored_rand seed 0
infinigen2 glass_colored_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_colored.glass_colored_rand seed 1
infinigen2 glass_colored_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_colored.glass_colored_rand seed 2
infinigen2 glass_colored_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_colored.glass_colored_rand seed 3
infinigen2 glass_colored_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_colored.glass_colored_rand seed 4
infinigen2 glass_colored_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_colored.glass_colored_rand seed 5
infinigen2 glass_colored_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

glass_no_refraction#

infinigen2.shaders.base_materials.glass_no_refraction.glass_no_refraction_rand(rng, vector, roughness=None) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.glass_no_refraction.glass_no_refraction_rand seed 0
infinigen2 glass_no_refraction_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_no_refraction.glass_no_refraction_rand seed 1
infinigen2 glass_no_refraction_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_no_refraction.glass_no_refraction_rand seed 2
infinigen2 glass_no_refraction_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_no_refraction.glass_no_refraction_rand seed 3
infinigen2 glass_no_refraction_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_no_refraction.glass_no_refraction_rand seed 4
infinigen2 glass_no_refraction_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.glass_no_refraction.glass_no_refraction_rand seed 5
infinigen2 glass_no_refraction_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

granite#

class infinigen2.shaders.base_materials.granite.GraniteResult(surface, displacement, color)[source]#

Bases: NamedTuple

surface: pf.ProcNode[Shader]#
displacement: pf.ProcNode[pf.Vector]#
color: pf.ProcNode[pf.Color]#
infinigen2.shaders.base_materials.granite.granite(...) GraniteResult[source]#
Parameters:
infinigen2.shaders.base_materials.granite.granite_cobble_gray_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.granite.granite_cobble_gray_preset seed 0
infinigen2 granite_cobble_gray_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_crystals_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.granite.granite_crystals_preset seed 0
infinigen2 granite_crystals_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_masonry_gray_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.granite.granite_masonry_gray_preset seed 0
infinigen2 granite_masonry_gray_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_no_displacement_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.granite.granite_no_displacement_preset seed 0
infinigen2 granite_no_displacement_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_rand(...) pf.Material[source]#

Granite distribution with randomized colors AND parameters.

Colors are sampled to match template style (using gradients where demos use them). All other parameters are sampled around demo anchor values using appropriate distributions: - Scale params (size, heights): log-normal with ~25% relative std - Bounded params (roughness, spread, smoothness, variation): clipped normal

Example renders

infinigen2.shaders.base_materials.granite.granite_rand seed 0
infinigen2 granite_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_rand seed 1
infinigen2 granite_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_rand seed 2
infinigen2 granite_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_rand seed 3
infinigen2 granite_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_rand seed 4
infinigen2 granite_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_rand seed 5
infinigen2 granite_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.granite.granite_sandy_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.granite.granite_sandy_preset seed 0
infinigen2 granite_sandy_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_smooth_rand(...) pf.Material[source]#

Granite distribution with smooth roughness and no displacement.

Example renders

infinigen2.shaders.base_materials.granite.granite_smooth_rand seed 0
infinigen2 granite_smooth_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_smooth_rand seed 1
infinigen2 granite_smooth_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_smooth_rand seed 2
infinigen2 granite_smooth_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_smooth_rand seed 3
infinigen2 granite_smooth_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_smooth_rand seed 4
infinigen2 granite_smooth_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_smooth_rand seed 5
infinigen2 granite_smooth_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.granite.granite_white_brown_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.granite.granite_white_brown_preset seed 0
infinigen2 granite_white_brown_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.granite.granite_yellow_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.granite.granite_yellow_preset seed 0
infinigen2 granite_yellow_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

gravel_concrete#

class infinigen2.shaders.base_materials.gravel_concrete.GravelResult(...)[source]#

Bases: NamedTuple

color: pf.ProcNode[pf.Color]#
spec: pf.ProcNode[float]#
roughness: pf.ProcNode[float]#
height: pf.ProcNode[float]#
mask: pf.ProcNode[float]#
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_bumps_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_bumps_preset seed 0
infinigen2 gravel_concrete_bumps_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_rand seed 0
infinigen2 gravel_concrete_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_rand seed 1
infinigen2 gravel_concrete_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_rand seed 2
infinigen2 gravel_concrete_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_rand seed 3
infinigen2 gravel_concrete_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_rand seed 4
infinigen2 gravel_concrete_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_rand seed 5
infinigen2 gravel_concrete_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_red_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_red_preset seed 0
infinigen2 gravel_concrete_red_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_sharp_polished_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.gravel_concrete.gravel_concrete_sharp_polished_preset seed 0
infinigen2 gravel_concrete_sharp_polished_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.large_gravel(...) GravelResult[source]#
Parameters:
infinigen2.shaders.base_materials.gravel_concrete.large_gravel_rand(
rng,
vector,
prev_result=None,
) GravelResult[source]#
Parameters:
infinigen2.shaders.base_materials.gravel_concrete.random_gravel_concrete_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.gravel_concrete.random_gravel_concrete_rand seed 0
infinigen2 random_gravel_concrete_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.random_gravel_concrete_rand seed 1
infinigen2 random_gravel_concrete_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.random_gravel_concrete_rand seed 2
infinigen2 random_gravel_concrete_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.random_gravel_concrete_rand seed 3
infinigen2 random_gravel_concrete_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.random_gravel_concrete_rand seed 4
infinigen2 random_gravel_concrete_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.gravel_concrete.random_gravel_concrete_rand seed 5
infinigen2 random_gravel_concrete_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.gravel_concrete.small_gravel(...) GravelResult[source]#
Parameters:
infinigen2.shaders.base_materials.gravel_concrete.small_gravel_rand(
rng,
vector,
prev_result=None,
) GravelResult[source]#
Parameters:

marble#

class infinigen2.shaders.base_materials.marble.GrainLayer001Result(...)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
color: pf.ProcNode[pf.Color]#
grain: pf.ProcNode[float]#
layer_count: pf.ProcNode[float]#
class infinigen2.shaders.base_materials.marble.GrainToShaderResult(bsdf, color, displacement)[source]#

Bases: NamedTuple

bsdf: pf.ProcNode[Shader]#
color: pf.ProcNode[pf.Color] | pf.Color#
displacement: pf.ProcNode[pf.Vector]#
infinigen2.shaders.base_materials.marble.grain_layer(...) GrainLayer001Result[source]#
Parameters:
infinigen2.shaders.base_materials.marble.grain_layer_color_rand(rng, base_color) pf.Color[source]#
Parameters:
infinigen2.shaders.base_materials.marble.grain_layer_rand(...)[source]#
Parameters:
infinigen2.shaders.base_materials.marble.grain_to_shader(...) GrainToShaderResult[source]#
Parameters:
infinigen2.shaders.base_materials.marble.grain_to_shader_rand(rng, color, grain)[source]#
Parameters:
infinigen2.shaders.base_materials.marble.marble_black_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_black_preset seed 0
infinigen2 marble_black_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_black_spots_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_black_spots_preset seed 0
infinigen2 marble_black_spots_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_gold_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_gold_preset seed 0
infinigen2 marble_gold_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_gray_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_gray_preset seed 0
infinigen2 marble_gray_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_navy_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_navy_preset seed 0
infinigen2 marble_navy_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_orange_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_orange_preset seed 0
infinigen2 marble_orange_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_rand(rng, vector)[source]#

Example renders

infinigen2.shaders.base_materials.marble.marble_rand seed 0
infinigen2 marble_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_rand seed 1
infinigen2 marble_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_rand seed 2
infinigen2 marble_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_rand seed 3
infinigen2 marble_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_rand seed 4
infinigen2 marble_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_rand seed 5
infinigen2 marble_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.marble.marble_white_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_white_preset seed 0
infinigen2 marble_white_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_white_striped_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_white_striped_preset seed 0
infinigen2 marble_white_striped_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.marble.marble_yellow_preset(vector)[source]#
infinigen2.shaders.base_materials.marble.marble_yellow_preset seed 0
infinigen2 marble_yellow_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

metal_brushed#

infinigen2.shaders.base_materials.metal_brushed.metal_any_color_rand(rng) pf.Color[source]#
Parameters:

rng

infinigen2.shaders.base_materials.metal_brushed.metal_brushed(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear(vector) pf.Material[source]#
Parameters:

vector (pf.ProcNode[pf.Vector])

infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_rand(rng, vector, base_color=None) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_rand seed 0
infinigen2 metal_brushed_linear_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_rand seed 1
infinigen2 metal_brushed_linear_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_rand seed 2
infinigen2 metal_brushed_linear_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_rand seed 3
infinigen2 metal_brushed_linear_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_rand seed 4
infinigen2 metal_brushed_linear_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_rand seed 5
infinigen2 metal_brushed_linear_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_linear_streaks(vector) pf.Material[source]#
Parameters:

vector (pf.ProcNode[pf.Vector])

infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial(vector) pf.Material[source]#
Parameters:

vector (pf.ProcNode[pf.Vector])

infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_grooves(vector) pf.Material[source]#
Parameters:

vector (pf.ProcNode[pf.Vector])

infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_rand(rng, vector, base_color=None) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_rand seed 0
infinigen2 metal_brushed_radial_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_rand seed 1
infinigen2 metal_brushed_radial_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_rand seed 2
infinigen2 metal_brushed_radial_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_rand seed 3
infinigen2 metal_brushed_radial_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_rand seed 4
infinigen2 metal_brushed_radial_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_brushed.metal_brushed_radial_rand seed 5
infinigen2 metal_brushed_radial_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

metal_hammered#

infinigen2.shaders.base_materials.metal_hammered.metal_hammered(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.metal_hammered.metal_hammered_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.metal_hammered.metal_hammered_rand seed 0
infinigen2 metal_hammered_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_hammered.metal_hammered_rand seed 1
infinigen2 metal_hammered_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_hammered.metal_hammered_rand seed 2
infinigen2 metal_hammered_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_hammered.metal_hammered_rand seed 3
infinigen2 metal_hammered_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_hammered.metal_hammered_rand seed 4
infinigen2 metal_hammered_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.metal_hammered.metal_hammered_rand seed 5
infinigen2 metal_hammered_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

paint#

infinigen2.shaders.base_materials.paint.paint(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.paint.paint_color_rand(rng, value=None, saturation=None) pf.Color[source]#
Parameters:
  • rng (Generator)

  • value (float | None) -- (default: None)

  • saturation (float | None) -- (default: None)

infinigen2.shaders.base_materials.paint.paint_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.paint.paint_rand seed 0
infinigen2 paint_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_rand seed 1
infinigen2 paint_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_rand seed 2
infinigen2 paint_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_rand seed 3
infinigen2 paint_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_rand seed 4
infinigen2 paint_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_rand seed 5
infinigen2 paint_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.paint.paint_small_bumps_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.paint.paint_small_bumps_preset seed 0
infinigen2 paint_small_bumps_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_splats_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.paint.paint_splats_preset seed 0
infinigen2 paint_splats_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_spots_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.paint.paint_spots_preset seed 0
infinigen2 paint_spots_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.paint.paint_strokes_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.paint.paint_strokes_preset seed 0
infinigen2 paint_strokes_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

plastic#

infinigen2.shaders.base_materials.plastic.bumpy_rubber(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_black_rubberized(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_black_rubberized_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.plastic.plastic_black_rubberized_preset seed 0
infinigen2 plastic_black_rubberized_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_black_translucent(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_black_translucent_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.plastic.plastic_black_translucent_preset seed 0
infinigen2 plastic_black_translucent_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_grayscale_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.plastic.plastic_grayscale_rand seed 0
infinigen2 plastic_grayscale_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_grayscale_rand seed 1
infinigen2 plastic_grayscale_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_grayscale_rand seed 2
infinigen2 plastic_grayscale_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_grayscale_rand seed 3
infinigen2 plastic_grayscale_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_grayscale_rand seed 4
infinigen2 plastic_grayscale_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_grayscale_rand seed 5
infinigen2 plastic_grayscale_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_high_gloss(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_opaque(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_opaque_rand(rng, vector, base_color=None) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.plastic.plastic_opaque_rand seed 0
infinigen2 plastic_opaque_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_opaque_rand seed 1
infinigen2 plastic_opaque_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_opaque_rand seed 2
infinigen2 plastic_opaque_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_opaque_rand seed 3
infinigen2 plastic_opaque_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_opaque_rand seed 4
infinigen2 plastic_opaque_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_opaque_rand seed 5
infinigen2 plastic_opaque_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_sandblasted(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_soft_touch(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_tough_packaging(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_tough_packaging_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.plastic.plastic_tough_packaging_preset seed 0
infinigen2 plastic_tough_packaging_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_translucent_bumps(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_translucent_bumps_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.plastic.plastic_translucent_bumps_preset seed 0
infinigen2 plastic_translucent_bumps_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_translucent_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.plastic.plastic_translucent_rand seed 0
infinigen2 plastic_translucent_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_translucent_rand seed 1
infinigen2 plastic_translucent_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_translucent_rand seed 2
infinigen2 plastic_translucent_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_translucent_rand seed 3
infinigen2 plastic_translucent_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_translucent_rand seed 4
infinigen2 plastic_translucent_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.plastic.plastic_translucent_rand seed 5
infinigen2 plastic_translucent_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_white_textured(...) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_white_textured_preset(vector) pf.Material[source]#
infinigen2.shaders.base_materials.plastic.plastic_white_textured_preset seed 0
infinigen2 plastic_white_textured_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

stone_smooth#

class infinigen2.shaders.base_materials.stone_smooth.SandstoneColorLayerResult(vector, color, noise)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
color: pf.ProcNode[pf.Color]#
noise: pf.ProcNode[float]#
class infinigen2.shaders.base_materials.stone_smooth.SandstoneDisplacementLayerResult(vector, height, noise)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
height: pf.ProcNode[float]#
noise: pf.ProcNode[float]#
infinigen2.shaders.base_materials.stone_smooth.sandstone_color_layer(
...,
) SandstoneColorLayerResult[source]#
Parameters:
infinigen2.shaders.base_materials.stone_smooth.sandstone_displacement_layer(
...,
) SandstoneDisplacementLayerResult[source]#
Parameters:
infinigen2.shaders.base_materials.stone_smooth.stone_grey_preset(vector)[source]#
infinigen2.shaders.base_materials.stone_smooth.stone_grey_preset seed 0
infinigen2 stone_grey_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.stone_smooth.stone_red_sandstone_preset(vector)[source]#
infinigen2.shaders.base_materials.stone_smooth.stone_red_sandstone_preset seed 0
infinigen2 stone_red_sandstone_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.stone_smooth.stone_smooth_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.stone_smooth.stone_smooth_rand seed 0
infinigen2 stone_smooth_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.stone_smooth.stone_smooth_rand seed 1
infinigen2 stone_smooth_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.stone_smooth.stone_smooth_rand seed 2
infinigen2 stone_smooth_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.stone_smooth.stone_smooth_rand seed 3
infinigen2 stone_smooth_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.stone_smooth.stone_smooth_rand seed 4
infinigen2 stone_smooth_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.stone_smooth.stone_smooth_rand seed 5
infinigen2 stone_smooth_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.stone_smooth.stone_volcanic_tuff_preset(vector)[source]#
infinigen2.shaders.base_materials.stone_smooth.stone_volcanic_tuff_preset seed 0
infinigen2 stone_volcanic_tuff_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

terrazzo#

infinigen2.shaders.base_materials.terrazzo.random_base_color(rng) pf.Color[source]#
Parameters:

rng

infinigen2.shaders.base_materials.terrazzo.random_brown_color(rng) pf.Color[source]#
Parameters:

rng

infinigen2.shaders.base_materials.terrazzo.random_grayscale_color(rng) pf.Color[source]#
Parameters:

rng

infinigen2.shaders.base_materials.terrazzo.terrazzo_black_monocolor_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.terrazzo.terrazzo_black_monocolor_rand seed 0
infinigen2 terrazzo_black_monocolor_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_monocolor_rand seed 1
infinigen2 terrazzo_black_monocolor_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_monocolor_rand seed 2
infinigen2 terrazzo_black_monocolor_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_monocolor_rand seed 3
infinigen2 terrazzo_black_monocolor_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_monocolor_rand seed 4
infinigen2 terrazzo_black_monocolor_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_monocolor_rand seed 5
infinigen2 terrazzo_black_monocolor_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_multicolor_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.terrazzo.terrazzo_black_multicolor_rand seed 0
infinigen2 terrazzo_black_multicolor_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_multicolor_rand seed 1
infinigen2 terrazzo_black_multicolor_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_multicolor_rand seed 2
infinigen2 terrazzo_black_multicolor_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_multicolor_rand seed 3
infinigen2 terrazzo_black_multicolor_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_multicolor_rand seed 4
infinigen2 terrazzo_black_multicolor_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_black_multicolor_rand seed 5
infinigen2 terrazzo_black_multicolor_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor(vector)[source]#
Parameters:

vector

infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_node(
...,
) pf.ProcNode[Shader][source]#
Parameters:
infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_rand(...) pf.Material[source]#

Distribution function that creates random monocolor terrazzo. Defaults to white terrazzo settings. Use terrazzo_black_monocolor_rand for black/dark terrazzo.

Example renders

infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_rand seed 0
infinigen2 terrazzo_monocolor_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_rand seed 1
infinigen2 terrazzo_monocolor_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_rand seed 2
infinigen2 terrazzo_monocolor_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_rand seed 3
infinigen2 terrazzo_monocolor_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_rand seed 4
infinigen2 terrazzo_monocolor_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_monocolor_rand seed 5
infinigen2 terrazzo_monocolor_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor(vector)[source]#
Parameters:

vector

infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_node(
...,
) pf.ProcNode[Shader][source]#
Parameters:
infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_rand(...) pf.Material[source]#

Distribution function that creates random multicolor terrazzo. Defaults to white terrazzo settings. Use terrazzo_black_multicolor_rand for black/dark terrazzo.

Example renders

infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_rand seed 0
infinigen2 terrazzo_multicolor_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_rand seed 1
infinigen2 terrazzo_multicolor_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_rand seed 2
infinigen2 terrazzo_multicolor_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_rand seed 3
infinigen2 terrazzo_multicolor_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_rand seed 4
infinigen2 terrazzo_multicolor_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_multicolor_rand seed 5
infinigen2 terrazzo_multicolor_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.terrazzo.terrazzo_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.terrazzo.terrazzo_rand seed 0
infinigen2 terrazzo_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_rand seed 1
infinigen2 terrazzo_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_rand seed 2
infinigen2 terrazzo_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_rand seed 3
infinigen2 terrazzo_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_rand seed 4
infinigen2 terrazzo_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.terrazzo.terrazzo_rand seed 5
infinigen2 terrazzo_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:

wood_grain#

class infinigen2.shaders.base_materials.wood_grain.WoodGrainGeneratorResult(...)[source]#

Bases: NamedTuple

grain_map: pf.ProcNode[float]#
flake_map: pf.ProcNode[float]#
fiber_map: pf.ProcNode[float]#
knot_map: pf.ProcNode[float]#
class infinigen2.shaders.base_materials.wood_grain.WoodShaderResult(bsdf, displacement)[source]#

Bases: NamedTuple

bsdf: pf.ProcNode[Shader]#
displacement: pf.ProcNode[pf.Vector]#
infinigen2.shaders.base_materials.wood_grain.wood_color_rand(rng)[source]#

Sample HSV colors biased toward the wood_grain_* preset cluster.

Means/stds reflect the modal preset values; clip ranges admit the rings_* / stained / varnished outliers, but rarely. c1 and c2 share a hue with a small jitter (presets show 0-0.04 offset between them).

Parameters:

rng (Generator)

infinigen2.shaders.base_materials.wood_grain.wood_grain_blonde_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_blonde_preset seed 0
infinigen2 wood_grain_blonde_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_brown_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_brown_preset seed 0
infinigen2 wood_grain_brown_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_deck_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_deck_preset seed 0
infinigen2 wood_grain_deck_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_flaky_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_flaky_preset seed 0
infinigen2 wood_grain_flaky_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_flaky_rand(rng, vector)[source]#

Intended for outdoor wooden house siding - too rough for indoor floors

Parameters:
infinigen2.shaders.base_materials.wood_grain.wood_grain_generator(
...,
) WoodGrainGeneratorResult[source]#
Parameters:
infinigen2.shaders.base_materials.wood_grain.wood_grain_generator_rand(rng, vector)[source]#
Parameters:
infinigen2.shaders.base_materials.wood_grain.wood_grain_rand(...)[source]#

Intended for indoor wooden floors and furniture

Example renders

infinigen2.shaders.base_materials.wood_grain.wood_grain_rand seed 0
infinigen2 wood_grain_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_rand seed 1
infinigen2 wood_grain_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_rand seed 2
infinigen2 wood_grain_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_rand seed 3
infinigen2 wood_grain_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_rand seed 4
infinigen2 wood_grain_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_rand seed 5
infinigen2 wood_grain_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.wood_grain.wood_grain_rings_dark_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_rings_dark_preset seed 0
infinigen2 wood_grain_rings_dark_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_rings_soft_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_rings_soft_preset seed 0
infinigen2 wood_grain_rings_soft_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_rings_spots_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_rings_spots_preset seed 0
infinigen2 wood_grain_rings_spots_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_solid_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_solid_preset seed 0
infinigen2 wood_grain_solid_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_stained_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_stained_preset seed 0
infinigen2 wood_grain_stained_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_grain_varnished_preset(...) pf.Material[source]#
infinigen2.shaders.base_materials.wood_grain.wood_grain_varnished_preset seed 0
infinigen2 wood_grain_varnished_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.wood_grain.wood_shader(...) WoodShaderResult[source]#
Parameters:
infinigen2.shaders.base_materials.wood_grain.wood_shader_rand(...)[source]#
Parameters:

Module contents#

Base Materials are single-substance surface materials — the fundamental building blocks such as wood, metal, glass, ceramic and fabric — applied directly or combined into Composite Materials.