Masks (.shaders.masks)

Contents

Masks (.shaders.masks)#

brick_cutter#

class infinigen2.shaders.masks.brick_cutter.BrickCutterResult(...)[source]#

Bases: NamedTuple

mask: pf.ProcNode[float]#
vector: pf.ProcNode[pf.Vector]#
distance_from_edge: pf.ProcNode[float]#
brick_id: pf.ProcNode[pf.Vector]#
random: pf.ProcNode[pf.Color]#
height: pf.ProcNode[float]#
infinigen2.shaders.masks.brick_cutter.brick_cutter(...) BrickCutterResult[source]#
Parameters:
infinigen2.shaders.masks.brick_cutter.brick_cutter_rand(...) BrickCutterResult[source]#

Example renders

infinigen2.shaders.masks.brick_cutter.brick_cutter_rand seed 0
infinigen2 brick_cutter_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.brick_cutter.brick_cutter_rand seed 1
infinigen2 brick_cutter_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.brick_cutter.brick_cutter_rand seed 2
infinigen2 brick_cutter_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.brick_cutter.brick_cutter_rand seed 3
infinigen2 brick_cutter_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.brick_cutter.brick_cutter_rand seed 4
infinigen2 brick_cutter_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.brick_cutter.brick_cutter_rand seed 5
infinigen2 brick_cutter_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.brick_cutter.brick_dimensions_rand(...) pf.ProcNode[pf.Vector][source]#

Dimensions of typical red/gray bricks from an industrial factory (as opposed to a large quarried stone block)

Parameters:
infinigen2.shaders.masks.brick_cutter.brick_shift_rand(rng) pf.ProcNode[float] | float[source]#
Parameters:

rng (Generator)

brick_selector#

class infinigen2.shaders.masks.brick_selector.BrickSelectorResult(selection, inverted_selection)[source]#

Bases: NamedTuple

selection: pf.ProcNode[float]#
inverted_selection: pf.ProcNode[float]#
infinigen2.shaders.masks.brick_selector.brick_selector(...) BrickSelectorResult[source]#
Parameters:
infinigen2.shaders.masks.brick_selector.brick_selector_rand(rng, brick_id)[source]#
Parameters:

cracks#

class infinigen2.shaders.masks.cracks.CracksMaskResult(mask)[source]#

Bases: NamedTuple

mask: pf.ProcNode[float]#
infinigen2.shaders.masks.cracks.cracks_dense_preset(
vector,
displacement_a=None,
displacement_b=None,
) pf.ProcNode[float][source]#
infinigen2.shaders.masks.cracks.cracks_dense_preset seed 0
infinigen2 cracks_dense_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.cracks.cracks_flakes_preset(
vector,
displacement_a=None,
displacement_b=None,
) pf.ProcNode[float][source]#
infinigen2.shaders.masks.cracks.cracks_flakes_preset seed 0
infinigen2 cracks_flakes_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.cracks.cracks_mask(...) pf.ProcNode[float][source]#
Parameters:
infinigen2.shaders.masks.cracks.cracks_rand(...) CracksMaskResult[source]#
Parameters:

Example renders

infinigen2.shaders.masks.cracks.cracks_rand seed 0
infinigen2 cracks_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.cracks.cracks_rand seed 1
infinigen2 cracks_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.cracks.cracks_rand seed 2
infinigen2 cracks_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.cracks.cracks_rand seed 3
infinigen2 cracks_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.cracks.cracks_rand seed 4
infinigen2 cracks_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.cracks.cracks_rand seed 5
infinigen2 cracks_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.cracks.cracks_worn_preset(
vector,
displacement_a=None,
displacement_b=None,
) pf.ProcNode[float][source]#
infinigen2.shaders.masks.cracks.cracks_worn_preset seed 0
infinigen2 cracks_worn_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

edgewear#

class infinigen2.shaders.masks.edgewear.EdgewearMaskResult(mask)[source]#

Bases: NamedTuple

mask: pf.ProcNode[float]#
infinigen2.shaders.masks.edgewear.edgewear_mask(...)[source]#
Parameters:
infinigen2.shaders.masks.edgewear.edgewear_rand(...) EdgewearMaskResult[source]#

Example renders

infinigen2.shaders.masks.edgewear.edgewear_rand seed 0
infinigen2 edgewear_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.edgewear.edgewear_rand seed 1
infinigen2 edgewear_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.edgewear.edgewear_rand seed 2
infinigen2 edgewear_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.edgewear.edgewear_rand seed 3
infinigen2 edgewear_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.edgewear.edgewear_rand seed 4
infinigen2 edgewear_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.edgewear.edgewear_rand seed 5
infinigen2 edgewear_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:

scratches#

class infinigen2.shaders.masks.scratches.ScratchesLinearResult(...)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
shader: pf.ProcNode[Shader]#
displacement: pf.ProcNode[pf.Vector]#
scratch_shader: pf.ProcNode[Shader] | Shader#
scratch_texture: pf.ProcNode[float]#
class infinigen2.shaders.masks.scratches.ScratchesMaskResult(mask)[source]#

Bases: NamedTuple

mask: pf.ProcNode[float]#
class infinigen2.shaders.masks.scratches.ScratchesRandomResult(...)[source]#

Bases: NamedTuple

vector: pf.ProcNode[pf.Vector] | pf.Vector#
shader: pf.ProcNode[Shader]#
displacement: pf.ProcNode[pf.Vector]#
scratch_shader: pf.ProcNode[Shader] | Shader#
scratch_texture: pf.ProcNode[float]#
infinigen2.shaders.masks.scratches.scratches_brushed_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.scratches.scratches_brushed_mask_preset seed 0
infinigen2 scratches_brushed_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.scratches.scratches_deep_dirty_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.scratches.scratches_deep_dirty_mask_preset seed 0
infinigen2 scratches_deep_dirty_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.scratches.scratches_dense_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.scratches.scratches_dense_mask_preset seed 0
infinigen2 scratches_dense_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.scratches.scratches_layer_rand(...)[source]#

One scratch layer: pick the linear or random pattern and sample its parameters fresh over the given base shader/displacement.

Parameters:
infinigen2.shaders.masks.scratches.scratches_light_varnish_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.scratches.scratches_light_varnish_mask_preset seed 0
infinigen2 scratches_light_varnish_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.scratches.scratches_linear(...) ScratchesLinearResult[source]#
Parameters:
infinigen2.shaders.masks.scratches.scratches_linear_rand(...) ScratchesLinearResult[source]#
Parameters:
infinigen2.shaders.masks.scratches.scratches_mask_rand(
rng,
vector,
) ScratchesMaskResult[source]#

Raw scratch texture as a 0-1 mask: stack 1-3 independently sampled linear/random layers and keep their max.

Example renders

infinigen2.shaders.masks.scratches.scratches_mask_rand seed 0
infinigen2 scratches_mask_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.scratches.scratches_mask_rand seed 1
infinigen2 scratches_mask_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.scratches.scratches_mask_rand seed 2
infinigen2 scratches_mask_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.scratches.scratches_mask_rand seed 3
infinigen2 scratches_mask_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.scratches.scratches_mask_rand seed 4
infinigen2 scratches_mask_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.scratches.scratches_mask_rand seed 5
infinigen2 scratches_mask_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.scratches.scratches_random(...) ScratchesRandomResult[source]#
Parameters:
infinigen2.shaders.masks.scratches.scratches_random_rand(...) ScratchesRandomResult[source]#
Parameters:
infinigen2.shaders.masks.scratches.scratches_shallow_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.scratches.scratches_shallow_mask_preset seed 0
infinigen2 scratches_shallow_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128

splats#

class infinigen2.shaders.masks.splats.SplatsMaskResult(mask)[source]#

Bases: NamedTuple

mask: pf.ProcNode[float]#
infinigen2.shaders.masks.splats.metal_base_material(vector)[source]#
Parameters:

vector (pf.ProcNode[pf.Vector] | pf.Vector)

infinigen2.shaders.masks.splats.splat_dots(...) pf.ProcNode[float][source]#
Parameters:
infinigen2.shaders.masks.splats.splat_dots_rand(...)[source]#
Parameters:
infinigen2.shaders.masks.splats.splats_base_material(vector)[source]#
Parameters:

vector (pf.ProcNode[pf.Vector] | pf.Vector)

infinigen2.shaders.masks.splats.splats_cookware(vector)[source]#
Parameters:

vector (pf.ProcNode[pf.Vector] | pf.Vector)

infinigen2.shaders.masks.splats.splats_cookware_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.splats.splats_cookware_mask_preset seed 0
infinigen2 splats_cookware_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.splats.splats_mask_rand(...) SplatsMaskResult[source]#

Example renders

infinigen2.shaders.masks.splats.splats_mask_rand seed 0
infinigen2 splats_mask_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.splats.splats_mask_rand seed 1
infinigen2 splats_mask_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.splats.splats_mask_rand seed 2
infinigen2 splats_mask_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.splats.splats_mask_rand seed 3
infinigen2 splats_mask_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.splats.splats_mask_rand seed 4
infinigen2 splats_mask_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.splats.splats_mask_rand seed 5
infinigen2 splats_mask_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.splats.splats_metal_gradient(vector)[source]#
Parameters:

vector (pf.ProcNode[pf.Vector] | pf.Vector)

infinigen2.shaders.masks.splats.splats_metal_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.splats.splats_metal_mask_preset seed 0
infinigen2 splats_metal_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.splats.splats_spots(vector)[source]#
Parameters:

vector (pf.ProcNode[pf.Vector] | pf.Vector)

infinigen2.shaders.masks.splats.splats_spots_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.splats.splats_spots_mask_preset seed 0
infinigen2 splats_spots_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.splats.splats_streaks(vector)[source]#
Parameters:

vector (pf.ProcNode[pf.Vector] | pf.Vector)

infinigen2.shaders.masks.splats.splats_streaks_mask_preset(vector) pf.ProcNode[float][source]#
infinigen2.shaders.masks.splats.splats_streaks_mask_preset seed 0
infinigen2 splats_streaks_mask_preset material_cube render_cycles --seed 0 --passes rgb --displacement_mode DISPLACEMENT_AND_BUMP -r 192 192 -s 128
infinigen2.shaders.masks.splats.splats_streaks_rand(rng, vector, size=None) pf.ProcNode[float][source]#
Parameters:
infinigen2.shaders.masks.splats.streaks(...) pf.ProcNode[float][source]#
Parameters:
infinigen2.shaders.masks.splats.uv_gradient_rand(...) pf.ProcNode[float][source]#
Parameters:

tile_shapes#

class infinigen2.shaders.masks.tile_shapes.DiamondSingle002Result(uv, color, value)[source]#

Bases: NamedTuple

uv: pf.ProcNode[pf.Vector]#
color: pf.ProcNode[pf.Color]#
value: pf.ProcNode[float]#
class infinigen2.shaders.masks.tile_shapes.HalfShellResult(result, color, even)[source]#

Bases: NamedTuple

result: pf.ProcNode[pf.Color]#
color: pf.ProcNode[pf.Color]#
even: pf.ProcNode[float]#
class infinigen2.shaders.masks.tile_shapes.HexSingleResult(uv, color, value)[source]#

Bases: NamedTuple

uv: pf.ProcNode[pf.Vector]#
color: pf.ProcNode[pf.Color]#
value: pf.ProcNode[float]#
class infinigen2.shaders.masks.tile_shapes.MoonSingleResult(result, color)[source]#

Bases: NamedTuple

result: pf.ProcNode[pf.Color]#
color: pf.ProcNode[pf.Color]#
class infinigen2.shaders.masks.tile_shapes.StarSingleResult(result, color)[source]#

Bases: NamedTuple

result: pf.ProcNode[pf.Color]#
color: pf.ProcNode[pf.Color]#
class infinigen2.shaders.masks.tile_shapes.TileShapeResult(...)[source]#

Bases: NamedTuple

mask: pf.ProcNode[pf.Color]#
tile_color: pf.ProcNode[pf.Color]#
tile_type_1: pf.ProcNode[float]#
tile_type_2: pf.ProcNode[float]#
class infinigen2.shaders.masks.tile_shapes.TriangleSingleResult(uv, color, value)[source]#

Bases: NamedTuple

uv: pf.ProcNode[pf.Vector]#
color: pf.ProcNode[pf.Color]#
value: pf.ProcNode[float]#
infinigen2.shaders.masks.tile_shapes.basket_weave(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.basket_weave_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.basket_weave_rand seed 0
infinigen2 basket_weave_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.basket_weave_rand seed 1
infinigen2 basket_weave_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.basket_weave_rand seed 2
infinigen2 basket_weave_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.basket_weave_rand seed 3
infinigen2 basket_weave_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.basket_weave_rand seed 4
infinigen2 basket_weave_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.basket_weave_rand seed 5
infinigen2 basket_weave_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.brick(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.brick_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.brick_rand seed 0
infinigen2 brick_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.brick_rand seed 1
infinigen2 brick_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.brick_rand seed 2
infinigen2 brick_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.brick_rand seed 3
infinigen2 brick_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.brick_rand seed 4
infinigen2 brick_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.brick_rand seed 5
infinigen2 brick_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.chevron(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.chevron_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.chevron_rand seed 0
infinigen2 chevron_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.chevron_rand seed 1
infinigen2 chevron_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.chevron_rand seed 2
infinigen2 chevron_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.chevron_rand seed 3
infinigen2 chevron_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.chevron_rand seed 4
infinigen2 chevron_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.chevron_rand seed 5
infinigen2 chevron_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.diamond(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.diamond_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.diamond_rand seed 0
infinigen2 diamond_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.diamond_rand seed 1
infinigen2 diamond_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.diamond_rand seed 2
infinigen2 diamond_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.diamond_rand seed 3
infinigen2 diamond_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.diamond_rand seed 4
infinigen2 diamond_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.diamond_rand seed 5
infinigen2 diamond_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.diamond_single(
vector=(0.0, 0.0, 0.0),
width=0.0,
) DiamondSingle002Result[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.half_shell(...) HalfShellResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.herringbone(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.herringbone_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.herringbone_rand seed 0
infinigen2 herringbone_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.herringbone_rand seed 1
infinigen2 herringbone_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.herringbone_rand seed 2
infinigen2 herringbone_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.herringbone_rand seed 3
infinigen2 herringbone_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.herringbone_rand seed 4
infinigen2 herringbone_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.herringbone_rand seed 5
infinigen2 herringbone_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.hex_single(
vector=(0.0, 0.0, 0.0),
size=0.0,
) HexSingleResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.hexagon(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.hexagon_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.hexagon_rand seed 0
infinigen2 hexagon_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.hexagon_rand seed 1
infinigen2 hexagon_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.hexagon_rand seed 2
infinigen2 hexagon_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.hexagon_rand seed 3
infinigen2 hexagon_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.hexagon_rand seed 4
infinigen2 hexagon_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.hexagon_rand seed 5
infinigen2 hexagon_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.moon_single(...) MoonSingleResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.shell(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.shell_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.shell_rand seed 0
infinigen2 shell_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.shell_rand seed 1
infinigen2 shell_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.shell_rand seed 2
infinigen2 shell_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.shell_rand seed 3
infinigen2 shell_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.shell_rand seed 4
infinigen2 shell_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.shell_rand seed 5
infinigen2 shell_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.spanish_bound(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.spanish_bound_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.spanish_bound_rand seed 0
infinigen2 spanish_bound_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.spanish_bound_rand seed 1
infinigen2 spanish_bound_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.spanish_bound_rand seed 2
infinigen2 spanish_bound_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.spanish_bound_rand seed 3
infinigen2 spanish_bound_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.spanish_bound_rand seed 4
infinigen2 spanish_bound_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.spanish_bound_rand seed 5
infinigen2 spanish_bound_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.square(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.square_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.square_rand seed 0
infinigen2 square_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.square_rand seed 1
infinigen2 square_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.square_rand seed 2
infinigen2 square_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.square_rand seed 3
infinigen2 square_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.square_rand seed 4
infinigen2 square_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.square_rand seed 5
infinigen2 square_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.star(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.star_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.star_rand seed 0
infinigen2 star_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.star_rand seed 1
infinigen2 star_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.star_rand seed 2
infinigen2 star_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.star_rand seed 3
infinigen2 star_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.star_rand seed 4
infinigen2 star_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.star_rand seed 5
infinigen2 star_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.star_single(...) StarSingleResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.tile_coord_transform_rand(...) pf.ProcNode[pf.Vector][source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.tile_mask_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.tile_mask_rand seed 0
infinigen2 tile_mask_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.tile_mask_rand seed 1
infinigen2 tile_mask_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.tile_mask_rand seed 2
infinigen2 tile_mask_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.tile_mask_rand seed 3
infinigen2 tile_mask_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.tile_mask_rand seed 4
infinigen2 tile_mask_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.tile_mask_rand seed 5
infinigen2 tile_mask_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.triangle(...) TileShapeResult[source]#
Parameters:
infinigen2.shaders.masks.tile_shapes.triangle_rand(...) TileShapeResult[source]#

Example renders

infinigen2.shaders.masks.tile_shapes.triangle_rand seed 0
infinigen2 triangle_rand material_plane_uv render_cycles --seed 0 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.triangle_rand seed 1
infinigen2 triangle_rand material_plane_uv render_cycles --seed 1 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.triangle_rand seed 2
infinigen2 triangle_rand material_plane_uv render_cycles --seed 2 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.triangle_rand seed 3
infinigen2 triangle_rand material_plane_uv render_cycles --seed 3 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.triangle_rand seed 4
infinigen2 triangle_rand material_plane_uv render_cycles --seed 4 --passes rgb -r 384 384 -s 128
infinigen2.shaders.masks.tile_shapes.triangle_rand seed 5
infinigen2 triangle_rand material_plane_uv render_cycles --seed 5 --passes rgb -r 384 384 -s 128
Parameters:
infinigen2.shaders.masks.tile_shapes.triangle_single(
vector=(0.0, 0.0, 0.0),
size=0.0,
) TriangleSingleResult[source]#
Parameters:

Module contents#

Masks are reused geometric patterns used to combine or index other materials. These are usually black and white patterns, but can also include vector offsets or other integer / distance fields, such as for bricks and brick coordinates.