# Copyright (C) 2023, Princeton University. # This source code is licensed under the BSD 3-Clause license found in the LICENSE file in the root directory of this source tree. # Authors: Alexander Raistrick 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)