| |
| |
|
|
| |
|
|
|
|
| import numpy as np |
| from numpy.random import normal, uniform |
|
|
| from infinigen.core import surface |
| from infinigen.core.nodes.node_wrangler import Nodes |
| from infinigen.core.util.color import hsv2rgba |
|
|
|
|
| def shader_basic_bsdf(nw): |
| color = nw.new_node(Nodes.RGB) |
| color.outputs[0].default_value = hsv2rgba(uniform(0.05, 0.95, 3)) |
|
|
| principled_bsdf = nw.new_node( |
| Nodes.PrincipledBSDF, |
| input_kwargs={ |
| "Base Color": color, |
| "Roughness": np.clip(normal(0.6, 0.3), 0.05, 0.95), |
| "Metallic": uniform(0, 1) if uniform() < 0.3 else 0, |
| "Subsurface": 0 if uniform() < 0.8 else uniform(0, 0.2), |
| }, |
| attrs={"subsurface_method": "BURLEY"}, |
| ) |
|
|
| material_output = nw.new_node( |
| Nodes.MaterialOutput, input_kwargs={"Surface": principled_bsdf} |
| ) |
|
|
| return principled_bsdf |
|
|
|
|
| def apply(obj, selection=None, **kwargs): |
| surface.add_material(obj, shader_basic_bsdf, reuse=False) |
|
|