Shaders (.shaders)#
Subpackages#
- Base Materials (.shaders.base_materials)
- brick_concrete
- carpet
- ceramic
- concrete
- emissive_nonblocking
- fabric
- glass_colored
- glass_no_refraction
- granite
- gravel_concrete
- marble
GrainLayer001ResultGrainToShaderResultgrain_layer()grain_layer_color_rand()grain_layer_rand()grain_to_shader()grain_to_shader_rand()marble_black_preset()marble_black_spots_preset()marble_gold_preset()marble_gray_preset()marble_navy_preset()marble_orange_preset()marble_rand()marble_white_preset()marble_white_striped_preset()marble_yellow_preset()
- metal_brushed
- metal_hammered
- paint
- plastic
bumpy_rubber()plastic_black_rubberized()plastic_black_rubberized_preset()plastic_black_translucent()plastic_black_translucent_preset()plastic_grayscale_rand()plastic_high_gloss()plastic_opaque()plastic_opaque_rand()plastic_sandblasted()plastic_soft_touch()plastic_tough_packaging()plastic_tough_packaging_preset()plastic_translucent_bumps()plastic_translucent_bumps_preset()plastic_translucent_rand()plastic_white_textured()plastic_white_textured_preset()
- stone_smooth
- terrazzo
- wood_grain
WoodGrainGeneratorResultWoodShaderResultwood_color_rand()wood_grain_blonde_preset()wood_grain_brown_preset()wood_grain_deck_preset()wood_grain_flaky_preset()wood_grain_flaky_rand()wood_grain_generator()wood_grain_generator_rand()wood_grain_rand()wood_grain_rings_dark_preset()wood_grain_rings_soft_preset()wood_grain_rings_spots_preset()wood_grain_solid_preset()wood_grain_stained_preset()wood_grain_varnished_preset()wood_shader()wood_shader_rand()
- Module contents
- Composite Materials (.shaders.composites)
- bricks
brick_color_pattern_rand()brick_masonry_brown_preset()brick_masonry_granite_preset()brick_masonry_sharp_preset()brick_shader_composite_rand()bricks_checkered_preset()bricks_checkered_sparse_preset()bricks_cobble_preset()bricks_grey_preset()bricks_grey_rounded_preset()bricks_masonry_rand()bricks_paint_bumpy_preset()bricks_paint_rand()bricks_paint_spots_preset()bricks_paint_strokes_preset()bricks_paint_worn_preset()bricks_pristine_rand()bricks_rand()bricks_red_concave_preset()bricks_red_preset()bricks_striped_preset()
- fabric_patterned
- paint_overlay
- scratches_overlay
- splats_overlay
- tiles
ceramic_colored_rand()shifted_vector_rand()tile_generate()tile_indoor_ground_material_rand()tile_indoor_ground_rand()tile_indoor_wall_material_rand()tile_indoor_wall_rand()tile_material_rand()tile_outdoor_ground_material_rand()tile_outdoor_ground_rand()tile_outdoor_wall_material_rand()tile_outdoor_wall_rand()tile_rand()
- wood_planks
- Module contents
- bricks
- Masks (.shaders.masks)
- brick_cutter
- brick_selector
- cracks
- edgewear
- scratches
ScratchesLinearResultScratchesMaskResultScratchesRandomResultscratches_brushed_mask_preset()scratches_deep_dirty_mask_preset()scratches_dense_mask_preset()scratches_layer_rand()scratches_light_varnish_mask_preset()scratches_linear()scratches_linear_rand()scratches_mask_rand()scratches_random()scratches_random_rand()scratches_shallow_mask_preset()
- splats
SplatsMaskResultmetal_base_material()splat_dots()splat_dots_rand()splats_base_material()splats_cookware()splats_cookware_mask_preset()splats_mask_rand()splats_metal_gradient()splats_metal_mask_preset()splats_spots()splats_spots_mask_preset()splats_streaks()splats_streaks_mask_preset()splats_streaks_rand()streaks()uv_gradient_rand()
- tile_shapes
DiamondSingle002ResultHalfShellResultHexSingleResultMoonSingleResultStarSingleResultTileShapeResultTriangleSingleResultbasket_weave()basket_weave_rand()brick()brick_rand()chevron()chevron_rand()diamond()diamond_rand()diamond_single()half_shell()herringbone()herringbone_rand()hex_single()hexagon()hexagon_rand()moon_single()shell()shell_rand()spanish_bound()spanish_bound_rand()square()square_rand()star()star_rand()star_single()tile_coord_transform_rand()tile_mask_rand()triangle()triangle_rand()triangle_single()
- Module contents
- Displacements (.shaders.displacements)
- Shader Utilities (.shaders.util)
dev#
- infinigen2.shaders.dev.bsdf_simple_rand(rng, vector) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.dev.developer_grid(vector) pf.Material[source]#
- Parameters:
vector (pf.ProcNode[pf.Vector])
- infinigen2.shaders.dev.flat_bsdf(vector=None) pf.Material[source]#
- Parameters:
vector (pf.ProcNode[pf.Vector] | None) -- (default:
None)
functionality_lists#
- infinigen2.shaders.functionality_lists.art_color_rand(rng) pf.Color[source]#
- Parameters:
rng (Generator)
- infinigen2.shaders.functionality_lists.art_pattern_material_rand(rng, vector) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
- infinigen2.shaders.functionality_lists.ceiling_material_rand(rng, vector) pf.Material[source]#
Example renders
infinigen2 ceiling_material_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 ceiling_material_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 ceiling_material_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 ceiling_material_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 ceiling_material_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 ceiling_material_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.functionality_lists.floor_material_rand(rng, vector) pf.Material[source]#
Example renders
infinigen2 floor_material_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 floor_material_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 floor_material_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 floor_material_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 floor_material_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 floor_material_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.functionality_lists.furniture_fabric(...) pf.Material[source]#
- infinigen2.shaders.functionality_lists.furniture_material_rand(rng, vec) pf.Material[source]#
- Parameters:
rng (Generator)
vec
- infinigen2.shaders.functionality_lists.glass_material_rand(rng, vec, glass_height=None) pf.Material[source]#
- Parameters:
rng (Generator)
vec
glass_height -- (default:
None)
- infinigen2.shaders.functionality_lists.mirror_material_rand(rng, vector) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector])
- infinigen2.shaders.functionality_lists.paint_flaked_rand(rng, vector) pf.Material[source]#
Paint coat cracked and flaked over a light base (planks/concrete), revealing the surface beneath through the crack mask. Dedicated wall composite, kept off heavy bases (e.g. brick) so the combined shader stays under budget.
Example renders
infinigen2 paint_flaked_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_flaked_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_flaked_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_flaked_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_flaked_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_flaked_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.functionality_lists.paint_wall_rand(rng, vector) pf.Material[source]#
Example renders
infinigen2 paint_wall_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_wall_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_wall_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_wall_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_wall_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 paint_wall_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.functionality_lists.rug_material_rand(rng, vector) pf.Material[source]#
- Parameters:
rng (Generator)
vector (pf.ProcNode[pf.Vector] | pf.Vector)
- infinigen2.shaders.functionality_lists.skirt_material_rand(rng, vector) pf.Material[source]#
Example renders
infinigen2 skirt_material_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 skirt_material_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 skirt_material_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 skirt_material_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 skirt_material_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 skirt_material_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.functionality_lists.table_top_material_rand(rng, vec) pf.Material[source]#
- Parameters:
rng (Generator)
vec
- infinigen2.shaders.functionality_lists.uv_maybe_rotate(rng, vector, rotation_z=None)[source]#
- Parameters:
rng (Generator)
vector
rotation_z -- (default:
None)
- infinigen2.shaders.functionality_lists.uv_maybe_rotate_90(rng, vector)[source]#
- Parameters:
rng (Generator)
vector
- infinigen2.shaders.functionality_lists.wall_material_rand(rng, vector) pf.Material[source]#
Example renders
infinigen2 wall_material_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wall_material_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wall_material_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wall_material_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wall_material_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2 wall_material_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])