import bpy import mathutils from numpy.random import uniform as U, normal as N, randint from infinigen.core.nodes.node_wrangler import Nodes, NodeWrangler from infinigen.core.nodes import node_utils from infinigen.core.util.color import color_category from infinigen.core import surface def shader_nose(nw: NodeWrangler): # Code generated using version 2.4.3 of the node_transpiler musgrave_texture = nw.new_node(Nodes.MusgraveTexture, input_kwargs={'Scale': U(2, 6), 'Detail': 14.699999999999999, 'Dimension': 1.5}) colorramp = nw.new_node(Nodes.ColorRamp, input_kwargs={'Fac': musgrave_texture}) colorramp.color_ramp.elements[0].position = U(0.2, 0.6) colorramp.color_ramp.elements[0].color = (0.008, 0.0053, 0.0044, 1.0) colorramp.color_ramp.elements[1].position = 1.0 colorramp.color_ramp.elements[1].color = (0.7068, 0.436, 0.35, 1.0) musgrave_texture_1 = nw.new_node(Nodes.MusgraveTexture, input_kwargs={'Scale': 10.0}) map_range = nw.new_node(Nodes.MapRange, input_kwargs={'Value': musgrave_texture_1, 3: N(0.4, 0.1), 4: N(0.7, 0.15)}) principled_bsdf = nw.new_node(Nodes.PrincipledBSDF, input_kwargs={'Base Color': colorramp.outputs["Color"], 'Roughness': map_range.outputs["Result"]}) material_output = nw.new_node(Nodes.MaterialOutput, input_kwargs={'Surface': principled_bsdf}) def apply(obj, selection=None, **kwargs): surface.add_material(obj, shader_nose, selection=selection) # material_obj is what we want to apply this onto. apply(material_obj)