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) pf.Material[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]#

Continuous granite distribution unifying the 7 granite_rand styles.

Four master params replace the style choice: warmth (cool<->warm base), sparkle (monochrome sandy <-> distinct crystals), grain (coarse masonry <-> fine crystal), weathering (polished no-displacement <-> rough displaced cobble). Each qualitative effect rides a single master.

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:

leather#

class infinigen2.shaders.base_materials.leather.ColorOffsetResult(base_color, offset_color)[source]#

Bases: NamedTuple

base_color: pf.ProcNode[pf.Color] | pf.Color#
offset_color: pf.ProcNode[pf.Color]#
class infinigen2.shaders.base_materials.leather.GrungeResult(...)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
color: pf.ProcNode[pf.Color]#
texture: pf.ProcNode[float]#
mask: pf.ProcNode[float] | float#
class infinigen2.shaders.base_materials.leather.GrungeVoronoiResult(...)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
color: pf.ProcNode[pf.Color]#
texture: pf.ProcNode[float]#
mask: pf.ProcNode[float] | float#
class infinigen2.shaders.base_materials.leather.LeatherCellResult(...)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
cells: pf.ProcNode[float]#
cell_id: pf.ProcNode[pf.Vector]#
mask: pf.ProcNode[float] | float#
class infinigen2.shaders.base_materials.leather.LeatherLinesResult(...)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
cells: pf.ProcNode[float]#
cell_id: pf.ProcNode[pf.Vector]#
mask: pf.ProcNode[float] | float#
class infinigen2.shaders.base_materials.leather.LeatherShaderResult(bsdf, displacement, tmp_viewer)[source]#

Bases: NamedTuple

bsdf: pf.ProcNode[Shader]#
displacement: pf.ProcNode[pf.Vector]#
tmp_viewer: pf.ProcNode[Shader]#
infinigen2.shaders.base_materials.leather.color_offset(...) ColorOffsetResult[source]#
Parameters:
infinigen2.shaders.base_materials.leather.grunge(...) GrungeResult[source]#
Parameters:
infinigen2.shaders.base_materials.leather.grunge_voronoi(...) GrungeVoronoiResult[source]#
Parameters:
infinigen2.shaders.base_materials.leather.leather_animal_preset(
vector,
color=(0.062, 0.039, 0.026),
roughness=0.671,
) pf.Material[source]#
infinigen2.shaders.base_materials.leather.leather_animal_preset seed 0
infinigen2 leather_animal_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_animal_rand(rng, vector, base_color=None) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.leather.leather_cell(...) LeatherCellResult[source]#
Parameters:
infinigen2.shaders.base_materials.leather.leather_furniture_patina_preset(
vector,
color=(0.083, 0.021, 0.005),
roughness=0.434,
) pf.Material[source]#
infinigen2.shaders.base_materials.leather.leather_furniture_patina_preset seed 0
infinigen2 leather_furniture_patina_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_furniture_patina_rand(rng, vector, base_color=None) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.leather.leather_furniture_rough_preset(
vector,
color=(0.375, 0.017, 0.053),
roughness=0.305,
) pf.Material[source]#
infinigen2.shaders.base_materials.leather.leather_furniture_rough_preset seed 0
infinigen2 leather_furniture_rough_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_furniture_rough_rand(rng, vector, base_color=None) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.leather.leather_handheld_preset(
vector,
color=(0.168, 0.031, 0.008),
roughness=0.296,
) pf.Material[source]#
infinigen2.shaders.base_materials.leather.leather_handheld_preset seed 0
infinigen2 leather_handheld_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_handheld_rand(rng, vector, base_color=None) pf.Material[source]#
Parameters:
infinigen2.shaders.base_materials.leather.leather_lines(...) LeatherLinesResult[source]#
Parameters:
infinigen2.shaders.base_materials.leather.leather_rand(rng, vector, base_color=None) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.leather.leather_rand seed 0
infinigen2 leather_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_rand seed 1
infinigen2 leather_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_rand seed 2
infinigen2 leather_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_rand seed 3
infinigen2 leather_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_rand seed 4
infinigen2 leather_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.base_materials.leather.leather_rand seed 5
infinigen2 leather_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.base_materials.leather.leather_shader(...) LeatherShaderResult[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]#
Parameters:
infinigen2.shaders.base_materials.plastic.plastic_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.base_materials.plastic.plastic_rand seed 0
infinigen2 plastic_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_rand seed 1
infinigen2 plastic_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_rand seed 2
infinigen2 plastic_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_rand seed 3
infinigen2 plastic_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_rand seed 4
infinigen2 plastic_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_rand seed 5
infinigen2 plastic_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(rng, vector) 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.