Shaders (.shaders)#

Subpackages#

dev#

infinigen2.shaders.dev.bsdf_simple_rand(rng, vector) pf.Material[source]#
Parameters:
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:
infinigen2.shaders.functionality_lists.ceiling_material_rand(rng, vector) pf.Material[source]#

Example renders

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

Example renders

infinigen2.shaders.functionality_lists.floor_material_rand seed 0
infinigen2 floor_material_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.floor_material_rand seed 1
infinigen2 floor_material_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.floor_material_rand seed 2
infinigen2 floor_material_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.floor_material_rand seed 3
infinigen2 floor_material_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.floor_material_rand seed 4
infinigen2 floor_material_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.floor_material_rand seed 5
infinigen2 floor_material_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.functionality_lists.furniture_fabric(...) pf.Material[source]#
Parameters:
  • rng (Generator)

  • vec

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

  • wear (bool) -- (default: True)

infinigen2.shaders.functionality_lists.furniture_material_rand(rng, vec) pf.Material[source]#
Parameters:
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:
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.shaders.functionality_lists.paint_flaked_rand seed 0
infinigen2 paint_flaked_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.paint_flaked_rand seed 1
infinigen2 paint_flaked_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.paint_flaked_rand seed 2
infinigen2 paint_flaked_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.paint_flaked_rand seed 3
infinigen2 paint_flaked_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.paint_flaked_rand seed 4
infinigen2 paint_flaked_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.paint_flaked_rand seed 5
infinigen2 paint_flaked_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.functionality_lists.paint_wall_rand(rng, vector) pf.Material[source]#

Example renders

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

Example renders

infinigen2.shaders.functionality_lists.skirt_material_rand seed 0
infinigen2 skirt_material_rand material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.skirt_material_rand seed 1
infinigen2 skirt_material_rand material_cube render_cycles --seed 1 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.skirt_material_rand seed 2
infinigen2 skirt_material_rand material_cube render_cycles --seed 2 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.skirt_material_rand seed 3
infinigen2 skirt_material_rand material_cube render_cycles --seed 3 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.skirt_material_rand seed 4
infinigen2 skirt_material_rand material_cube render_cycles --seed 4 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.functionality_lists.skirt_material_rand seed 5
infinigen2 skirt_material_rand material_cube render_cycles --seed 5 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
Parameters:
infinigen2.shaders.functionality_lists.table_top_material_rand(rng, vec) pf.Material[source]#
Parameters:
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:
infinigen2.shaders.functionality_lists.wall_material_rand(rng, vector) pf.Material[source]#

Example renders

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

Module contents#