Composite Materials (.shaders.composites)#
bricks#
- infinigen2.shaders.composites.bricks.brick_color_pattern_rand(...)[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
brick_id (pf.ProcNode[pf.Vector])
brick_random (pf.ProcNode[pf.Color])
- infinigen2.shaders.composites.bricks.brick_masonry_brown_preset(vector) pf.Material[source]#
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 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 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:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
brick_id (pf.ProcNode[pf.Vector])
brick_random (pf.ProcNode[pf.Color])
- infinigen2.shaders.composites.bricks.bricks_checkered_preset(vector) pf.Material[source]#
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 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 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 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 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 bricks_masonry_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_masonry_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
brick_shader (pf.Material | None) -- (default:
None)grout_shader (pf.Material | None) -- (default:
None)
- infinigen2.shaders.composites.bricks.bricks_paint_bumpy_preset(vector) pf.Material[source]#
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 bricks_paint_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_paint_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_paint_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_paint_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_paint_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_paint_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
bricks (pf.Material | None) -- (default:
None)paint_material (pf.Material | None) -- (default:
None)brick_cutter (BrickCutterResult | None) -- (default:
None)mask (pf.ProcNode[float] | None) -- (default:
None)
- infinigen2.shaders.composites.bricks.bricks_paint_spots_preset(vector) pf.Material[source]#
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 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 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 bricks_pristine_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_pristine_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
- infinigen2.shaders.composites.bricks.bricks_rand(...) pf.Material[source]#
Example renders
infinigen2 bricks_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 bricks_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
brick_cutter (BrickCutterResult | None) -- (default:
None)brick_shader (pf.Material | None) -- (default:
None)grout_shader (pf.Material | None) -- (default:
None)
- infinigen2.shaders.composites.bricks.bricks_red_concave_preset(vector) pf.Material[source]#
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 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 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:
rng (Generator)
hue (pf.ProcNode[float] | float | None) -- (default:
None)saturation (pf.ProcNode[float] | float | None) -- (default:
None)value (pf.ProcNode[float] | float | None) -- (default:
None)
- 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 fabric_patterned_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
color1 (pf.ProcNode[pf.Color] | pf.Color | None) -- (default:
None)color2 (pf.ProcNode[pf.Color] | pf.Color | None) -- (default:
None)color3 (pf.ProcNode[pf.Color] | pf.Color | None) -- (default:
None)tile_mask (TileShapeResult | None) -- (default:
None)scale (float) -- (default:
20.0)
- infinigen2.shaders.composites.fabric_patterned.fabric_patterned_translucent_rand(...) pf.Material[source]#
Example renders
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 fabric_patterned_translucent_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
color1 (pf.ProcNode[pf.Color] | pf.Color | None) -- (default:
None)color2 (pf.ProcNode[pf.Color] | pf.Color | None) -- (default:
None)color3 (pf.ProcNode[pf.Color] | pf.Color | None) -- (default:
None)scale (float) -- (default:
20.0)translucency (float) -- (default:
0.5)
- infinigen2.shaders.composites.fabric_patterned.patterned_color_rand(...)[source]#
- Parameters:
rng
color1 (pf.ProcNode[pf.Color] | pf.Color)
color2 (pf.ProcNode[pf.Color] | pf.Color)
color3 (pf.ProcNode[pf.Color] | pf.Color)
tile_mask_result (TileShapeResult)
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:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
material (pf.Material)
- infinigen2.shaders.composites.paint_overlay.paint_overlay_rand(...) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
material (pf.Material)
paint (pf.Material | None) -- (default:
None)mask (pf.ProcNode[float] | None) -- (default:
None)
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 scratched_metal_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_metal_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_metal_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_metal_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_metal_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_metal_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.composites.scratches_overlay.scratched_wood_rand(rng, vector) pf.Material[source]#
Example renders
infinigen2 scratched_wood_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_wood_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_wood_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_wood_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_wood_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 scratched_wood_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.composites.scratches_overlay.scratches_brushed_preset(vector) pf.Material[source]#
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 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 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 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:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
material (pf.Material)
scratch_shader (pf.ProcNode[Shader] | Shader | None) -- (default:
None)scale (float | None) -- (default:
None)
- infinigen2.shaders.composites.scratches_overlay.scratches_shallow_preset(vector) pf.Material[source]#
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 glass_no_refraction_splats_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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 glass_no_refraction_splats_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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 glass_no_refraction_splats_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.composites.splats_overlay.metal_simple_rand(rng, vector) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.composites.splats_overlay.metal_splats_rand(rng, vector) pf.Material[source]#
Example renders
infinigen2 metal_splats_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 metal_splats_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 metal_splats_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 metal_splats_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 metal_splats_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 metal_splats_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.composites.splats_overlay.splats_base_material_rand(rng, vector) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.composites.splats_overlay.splats_overlay_rand(...) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
material (pf.Material)
overlay_material (pf.Material | None) -- (default:
None)size (pf.ProcNode[float] | float | None) -- (default:
None)
tiles#
- infinigen2.shaders.composites.tiles.ceramic_colored_rand(rng, vector) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
- infinigen2.shaders.composites.tiles.shifted_vector_rand(rng, vector, tile_mask) pf.ProcNode[pf.Vector][source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
tile_mask (TileShapeResult)
- 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 tile_indoor_ground_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_ground_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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 tile_indoor_wall_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_indoor_wall_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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 tile_outdoor_ground_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_ground_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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 tile_outdoor_wall_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_outdoor_wall_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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 tile_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 tile_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
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:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.composites.wood_planks.wood_planks_blonde_preset(vector)[source]#
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 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 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 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 wood_planks_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wood_planks_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wood_planks_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wood_planks_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wood_planks_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wood_planks_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
Module contents#
Composite Materials are materials made by combining one or more other materials, such as bricks or tiles made from any substance.