Composite Materials (.shaders.composites)

Contents

Composite Materials (.shaders.composites)#

bricks#

infinigen2.shaders.composites.bricks.brick_color_pattern_rand(...)[source]#
Parameters:
infinigen2.shaders.composites.bricks.brick_masonry_brown_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.brick_masonry_brown_preset seed 0
infinigen2 brick_masonry_brown_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.brick_masonry_granite_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.brick_masonry_granite_preset seed 0
infinigen2 brick_masonry_granite_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.brick_masonry_sharp_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.brick_masonry_sharp_preset seed 0
infinigen2 brick_masonry_sharp_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.brick_shader_composite_rand(...) pf.Material[source]#

Chooses a brick material, and when possible chooses a per-brick color scheme, e.g random, checkered, striped, etc

Parameters:
infinigen2.shaders.composites.bricks.bricks_checkered_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_checkered_preset seed 0
infinigen2 bricks_checkered_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_checkered_sparse_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_checkered_sparse_preset seed 0
infinigen2 bricks_checkered_sparse_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_cobble_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_cobble_preset seed 0
infinigen2 bricks_cobble_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_grey_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_grey_preset seed 0
infinigen2 bricks_grey_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_grey_rounded_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_grey_rounded_preset seed 0
infinigen2 bricks_grey_rounded_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_masonry_rand(...) pf.Material[source]#

Args: ---

Example renders

infinigen2.shaders.composites.bricks.bricks_masonry_rand seed 0
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_masonry_rand seed 1
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_masonry_rand seed 2
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_masonry_rand seed 3
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_masonry_rand seed 4
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_masonry_rand seed 5
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.bricks.bricks_paint_bumpy_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_paint_bumpy_preset seed 0
infinigen2 bricks_paint_bumpy_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_rand(...) pf.Material[source]#

Creates a material with bricks covered with paint, sometimes with cracks allowing the underlying bricks to show through

Note: you could also just use bricks_rand then paint_overlay_rand, but this would miss a couple features: - some options for the brick material are large enough to cause Cycles: out of SVM stack space when using paint+mask - this function ensures that cracks in paint

Example renders

infinigen2.shaders.composites.bricks.bricks_paint_rand seed 0
infinigen2 bricks_paint_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_rand seed 1
infinigen2 bricks_paint_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_rand seed 2
infinigen2 bricks_paint_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_rand seed 3
infinigen2 bricks_paint_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_rand seed 4
infinigen2 bricks_paint_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_rand seed 5
infinigen2 bricks_paint_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.bricks.bricks_paint_spots_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_paint_spots_preset seed 0
infinigen2 bricks_paint_spots_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_strokes_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_paint_strokes_preset seed 0
infinigen2 bricks_paint_strokes_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_paint_worn_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_paint_worn_preset seed 0
infinigen2 bricks_paint_worn_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_pristine_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.composites.bricks.bricks_pristine_rand seed 0
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_pristine_rand seed 1
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_pristine_rand seed 2
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_pristine_rand seed 3
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_pristine_rand seed 4
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_pristine_rand seed 5
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.bricks.bricks_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.composites.bricks.bricks_rand seed 0
infinigen2 bricks_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_rand seed 1
infinigen2 bricks_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_rand seed 2
infinigen2 bricks_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_rand seed 3
infinigen2 bricks_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_rand seed 4
infinigen2 bricks_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_rand seed 5
infinigen2 bricks_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.bricks.bricks_red_concave_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_red_concave_preset seed 0
infinigen2 bricks_red_concave_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_red_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_red_preset seed 0
infinigen2 bricks_red_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.bricks.bricks_striped_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.bricks.bricks_striped_preset seed 0
infinigen2 bricks_striped_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

fabric_patterned#

infinigen2.shaders.composites.fabric_patterned.fabric_color_plain_rand(...) pf.Color[source]#
Parameters:
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_colors_rand(rng) tuple[pf.Color, pf.Color, pf.Color][source]#
Parameters:

rng (Generator)

infinigen2.shaders.composites.fabric_patterned.fabric_patterned_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.composites.fabric_patterned.fabric_patterned_rand seed 0
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_rand seed 1
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_rand seed 2
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_rand seed 3
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_rand seed 4
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_rand seed 5
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand(...) pf.Material[source]#

Example renders

infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand seed 0
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand seed 1
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand seed 2
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand seed 3
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand seed 4
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand seed 5
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.fabric_patterned.patterned_color_rand(...)[source]#
Parameters:

paint_overlay#

infinigen2.shaders.composites.paint_overlay.cracked_paint_overlay_rand(rng, vector, material) pf.Material[source]#

Aged paint coat over an existing material: a fresh paint layer cracks and flakes away to reveal the underlying surface through the crack mask.

Parameters:
infinigen2.shaders.composites.paint_overlay.paint_overlay_rand(...) pf.Material[source]#
Parameters:

scratches_overlay#

infinigen2.shaders.composites.scratches_overlay.scratch_shader_rand(rng) pf.ProcNode[Shader][source]#
Parameters:

rng (Generator)

infinigen2.shaders.composites.scratches_overlay.scratched_metal_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.composites.scratches_overlay.scratched_metal_rand seed 0
infinigen2 scratched_metal_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_metal_rand seed 1
infinigen2 scratched_metal_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_metal_rand seed 2
infinigen2 scratched_metal_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_metal_rand seed 3
infinigen2 scratched_metal_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_metal_rand seed 4
infinigen2 scratched_metal_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_metal_rand seed 5
infinigen2 scratched_metal_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand seed 0
infinigen2 scratched_wood_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand seed 1
infinigen2 scratched_wood_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand seed 2
infinigen2 scratched_wood_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand seed 3
infinigen2 scratched_wood_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand seed 4
infinigen2 scratched_wood_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand seed 5
infinigen2 scratched_wood_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.scratches_overlay.scratches_brushed_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.scratches_overlay.scratches_brushed_preset seed 0
infinigen2 scratches_brushed_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratches_deep_dirty_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.scratches_overlay.scratches_deep_dirty_preset seed 0
infinigen2 scratches_deep_dirty_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratches_dense_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.scratches_overlay.scratches_dense_preset seed 0
infinigen2 scratches_dense_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratches_light_varnish_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.scratches_overlay.scratches_light_varnish_preset seed 0
infinigen2 scratches_light_varnish_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.scratches_overlay.scratches_overlay_rand(...) pf.Material[source]#
Parameters:
infinigen2.shaders.composites.scratches_overlay.scratches_shallow_preset(vector) pf.Material[source]#
infinigen2.shaders.composites.scratches_overlay.scratches_shallow_preset seed 0
infinigen2 scratches_shallow_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

splats_overlay#

infinigen2.shaders.composites.splats_overlay.glass_no_refraction_splats_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.composites.splats_overlay.glass_no_refraction_splats_rand seed 0
infinigen2 glass_no_refraction_splats_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.glass_no_refraction_splats_rand seed 1
infinigen2 glass_no_refraction_splats_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.glass_no_refraction_splats_rand seed 2
infinigen2 glass_no_refraction_splats_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.glass_no_refraction_splats_rand seed 3
infinigen2 glass_no_refraction_splats_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.glass_no_refraction_splats_rand seed 4
infinigen2 glass_no_refraction_splats_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.glass_no_refraction_splats_rand seed 5
infinigen2 glass_no_refraction_splats_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.splats_overlay.metal_simple_rand(rng, vector) pf.Material[source]#
Parameters:
infinigen2.shaders.composites.splats_overlay.metal_splats_rand(rng, vector) pf.Material[source]#

Example renders

infinigen2.shaders.composites.splats_overlay.metal_splats_rand seed 0
infinigen2 metal_splats_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.metal_splats_rand seed 1
infinigen2 metal_splats_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.metal_splats_rand seed 2
infinigen2 metal_splats_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.metal_splats_rand seed 3
infinigen2 metal_splats_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.metal_splats_rand seed 4
infinigen2 metal_splats_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.splats_overlay.metal_splats_rand seed 5
infinigen2 metal_splats_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.splats_overlay.splats_base_material_rand(rng, vector) pf.Material[source]#
Parameters:
infinigen2.shaders.composites.splats_overlay.splats_overlay_rand(...) pf.Material[source]#
Parameters:

tiles#

infinigen2.shaders.composites.tiles.ceramic_colored_rand(rng, vector) pf.Material[source]#
Parameters:
infinigen2.shaders.composites.tiles.shifted_vector_rand(rng, vector, tile_mask) pf.ProcNode[pf.Vector][source]#
Parameters:
infinigen2.shaders.composites.tiles.tile_generate(...) pf.Material[source]#

Generates a tile shader by mixing tile and grout shaders based on a mask.

Parameters:
  • vector (pf.ProcNode[pf.Vector]) -- The input vector.

  • tile (pf.Material) -- The tile material shader.

  • grout (pf.Material) -- The grout material shader.

  • tile_mask (TileShapeResult) -- The tile mask result containing mask and tile types.

Returns:

The combined tile and grout shader.

Return type:

pf.Material

infinigen2.shaders.composites.tiles.tile_indoor_ground_material_rand(rng, vector)[source]#

Randomly selects a material distribution for indoor ground tiles.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector]) -- The input vector for the material.

Returns:

The material shader.

Return type:

pf.Material

infinigen2.shaders.composites.tiles.tile_indoor_ground_rand(...) pf.Material[source]#

Generates a tile shader for indoor ground with randomized parameters.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector], optional) -- The input vector. Defaults to texture coordinates.

  • tile (pf.Material, optional) -- The tile material. Defaults to random.

  • grout (pf.Material, optional) -- The grout material. Defaults to brick_concrete grout.

  • tile_mask (TileShapeResult, optional) -- The tile mask. Defaults to random.

  • scale (t.SocketOrVal[float], optional) -- The scale of the tile. Defaults to random.

Returns:

The generated tile shader.

Return type:

pf.Material

Example renders

infinigen2.shaders.composites.tiles.tile_indoor_ground_rand seed 0
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_ground_rand seed 1
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_ground_rand seed 2
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_ground_rand seed 3
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_ground_rand seed 4
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_ground_rand seed 5
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_wall_material_rand(rng, vector)[source]#

Randomly selects a material distribution for indoor wall tiles.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector]) -- The input vector for the material.

Returns:

The material shader.

Return type:

pf.Material

infinigen2.shaders.composites.tiles.tile_indoor_wall_rand(...) pf.Material[source]#

Generates a tile shader for indoor walls with randomized parameters.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector], optional) -- The input vector. Defaults to texture coordinates.

  • tile (pf.Material, optional) -- The tile material. Defaults to random.

  • grout (pf.Material, optional) -- The grout material. Defaults to brick_concrete grout.

  • tile_mask (TileShapeResult, optional) -- The tile mask. Defaults to random.

  • scale (t.SocketOrVal[float], optional) -- The scale of the tile. Defaults to random.

Returns:

The generated tile shader.

Return type:

pf.Material

Example renders

infinigen2.shaders.composites.tiles.tile_indoor_wall_rand seed 0
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_wall_rand seed 1
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_wall_rand seed 2
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_wall_rand seed 3
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_wall_rand seed 4
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_indoor_wall_rand seed 5
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_material_rand(rng, vector)[source]#

Randomly selects a material distribution for tiles from a set of types.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector]) -- The input vector for the material.

Returns:

The material shader.

Return type:

pf.Material

infinigen2.shaders.composites.tiles.tile_outdoor_ground_material_rand(rng, vector)[source]#

Randomly selects a material distribution for outdoor ground tiles.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector]) -- The input vector for the material.

Returns:

The material shader.

Return type:

pf.Material

infinigen2.shaders.composites.tiles.tile_outdoor_ground_rand(...) pf.Material[source]#

Generates a tile shader for outdoor ground with randomized parameters.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector], optional) -- The input vector. Defaults to texture coordinates.

  • tile (pf.Material, optional) -- The tile material. Defaults to random.

  • grout (pf.Material, optional) -- The grout material. Defaults to brick_concrete grout.

  • tile_mask (TileShapeResult, optional) -- The tile mask. Defaults to random.

  • scale (t.SocketOrVal[float], optional) -- The scale of the tile. Defaults to random.

Returns:

The generated tile shader.

Return type:

pf.Material

Example renders

infinigen2.shaders.composites.tiles.tile_outdoor_ground_rand seed 0
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_ground_rand seed 1
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_ground_rand seed 2
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_ground_rand seed 3
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_ground_rand seed 4
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_ground_rand seed 5
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_wall_material_rand(rng, vector)[source]#

Randomly selects a material distribution for outdoor wall tiles.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector]) -- The input vector for the material.

Returns:

The material shader.

Return type:

pf.Material

infinigen2.shaders.composites.tiles.tile_outdoor_wall_rand(...) pf.Material[source]#

Generates a tile shader for outdoor walls with randomized parameters.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector], optional) -- The input vector. Defaults to texture coordinates.

  • tile (pf.Material, optional) -- The tile material. Defaults to random.

  • grout (pf.Material, optional) -- The grout material. Defaults to brick_concrete grout.

  • tile_mask (TileShapeResult, optional) -- The tile mask. Defaults to random.

  • scale (t.SocketOrVal[float], optional) -- The scale of the tile. Defaults to random.

Returns:

The generated tile shader.

Return type:

pf.Material

Example renders

infinigen2.shaders.composites.tiles.tile_outdoor_wall_rand seed 0
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_wall_rand seed 1
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_wall_rand seed 2
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_wall_rand seed 3
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_wall_rand seed 4
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_outdoor_wall_rand seed 5
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_rand(...) pf.Material[source]#

Generates a tile shader with randomized parameters if not provided.

Parameters:
  • rng (pf.RNG) -- The random number generator.

  • vector (pf.ProcNode[pf.Vector], optional) -- The input vector. Defaults to texture coordinates.

  • tile (pf.Material, optional) -- The tile material. Defaults to random.

  • grout (pf.Material, optional) -- The grout material. Defaults to brick_concrete grout.

  • tile_mask (TileShapeResult, optional) -- The tile mask. Defaults to random.

  • scale (t.SocketOrVal[float], optional) -- The scale of the tile. Defaults to random.

Returns:

The generated tile shader.

Return type:

pf.Material

Example renders

infinigen2.shaders.composites.tiles.tile_rand seed 0
infinigen2 tile_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_rand seed 1
infinigen2 tile_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_rand seed 2
infinigen2 tile_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_rand seed 3
infinigen2 tile_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_rand seed 4
infinigen2 tile_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.tiles.tile_rand seed 5
infinigen2 tile_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

wood_planks#

infinigen2.shaders.composites.wood_planks.planks_cutter_rand(rng, vector)[source]#
Parameters:
infinigen2.shaders.composites.wood_planks.wood_planks_blonde_preset(vector)[source]#
infinigen2.shaders.composites.wood_planks.wood_planks_blonde_preset seed 0
infinigen2 wood_planks_blonde_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_brown_preset(vector)[source]#
infinigen2.shaders.composites.wood_planks.wood_planks_brown_preset seed 0
infinigen2 wood_planks_brown_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_deck_preset(vector)[source]#
infinigen2.shaders.composites.wood_planks.wood_planks_deck_preset seed 0
infinigen2 wood_planks_deck_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_flaky_preset(vector)[source]#
infinigen2.shaders.composites.wood_planks.wood_planks_flaky_preset seed 0
infinigen2 wood_planks_flaky_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_rand(rng, vector)[source]#

Intended for indoor wooden floors and furniture - mostly smooth

Example renders

infinigen2.shaders.composites.wood_planks.wood_planks_rand seed 0
infinigen2 wood_planks_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_rand seed 1
infinigen2 wood_planks_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_rand seed 2
infinigen2 wood_planks_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_rand seed 3
infinigen2 wood_planks_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_rand seed 4
infinigen2 wood_planks_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.composites.wood_planks.wood_planks_rand seed 5
infinigen2 wood_planks_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.composites.wood_planks.wood_siding_rand(rng, vector)[source]#

Intended for outdoor wooden house siding - rough and flaky

Parameters:

Module contents#

Composite Materials are materials made by combining one or more other materials, such as bricks or tiles made from any substance.