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snd class

" Static class

Exposes all nodes as static methods:

a = snd.math(1, 2, operation='ADD')
Source code in core/generated/static_snd.py
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class SND:
    """" Static class

    Exposes all nodes as static methods:

    ``` python
    a = snd.math(1, 2, operation='ADD')
    ```
    """

    @classmethod
    def menu_switch(cls,
                    named_sockets: dict = {},
                    menu = None,
                    data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'MENU', 'SHADER', 'BUNDLE', 'CLOSURE'] = 'RGBA',
                    **sockets):
        """ > Node Menu Switch

        Parameters
        ----------
        named_sockets : dict, default={}
            Sockets created with string names

        menu : Menu, optional
            Menu selection

        data_type : Literal['Float', 'Integer', 'Boolean', 'Vector', 'Color', 'Menu', 'Shader', 'Bundle', 'Closure']
            parameter `data_type`

        sockets : dict, default={}
            Socket created with python name attributes

        Returns
        -------
        Color
            peer sockets: a_ (Boolean), b_ (Boolean)

        """
        node = Node('Menu Switch', {'Menu': menu, **named_sockets}, data_type=data_type, **sockets)
        return node._out

    @classmethod
    def repeat_input(cls, iterations: Integer = None):
        """ > Node Repeat Input

        Parameters
        ----------
        iterations : Integer, optional
            socket 'Iterations' (id: Iterations)


        Returns
        -------
        Integer
        """
        node = Node('Repeat Input', {'Iterations': iterations})
        return node._out

    @classmethod
    def repeat_output(cls, inspection_index = 0):
        """ > Node Repeat Output

        Parameters
        ----------
        inspection_index : int
            parameter `inspection_index`


        Returns
        -------
        None
        """
        node = Node('Repeat Output', inspection_index=inspection_index)
        return node._out

    @utils.classproperty
    def closure_input(self):
        """ > Node Closure Input

        Returns
        -------
        None
        """
        node = Node('Closure Input', )
        return node._out

    @classmethod
    def closure_output(cls, active_input_index = 0, active_output_index = 0, define_signature = False):
        """ > Node Closure Output

        Parameters
        ----------
        active_input_index : int
            parameter `active_input_index`

        active_output_index : int
            parameter `active_output_index`

        define_signature : bool
            parameter `define_signature`


        Returns
        -------
        Closure
        """
        node = Node('Closure Output', active_input_index=active_input_index, active_output_index=active_output_index, define_signature=define_signature)
        return node._out

    @classmethod
    def combine_bundle(cls, named_sockets: dict = {}, define_signature = False, **sockets):
        """ > Node Combine Bundle

        Parameters
        ----------
        named_sockets : dict, default={}
            Sockets created with string names

        define_signature : bool
            parameter `define_signature`

        sockets : dict, default={}
            Socket created with python name attributes

        Returns
        -------
        Bundle
        """
        node = Node('Combine Bundle', named_sockets, define_signature=define_signature, **sockets)
        return node._out

    @classmethod
    def evaluate_closure(cls,
                    closure: Closure = None,
                    active_input_index = 0,
                    active_output_index = 0,
                    define_signature = False):
        """ > Node Evaluate Closure

        Parameters
        ----------
        closure : Closure, optional
            socket 'Closure' (id: Closure)

        active_input_index : int
            parameter `active_input_index`

        active_output_index : int
            parameter `active_output_index`

        define_signature : bool
            parameter `define_signature`


        Returns
        -------
        None
        """
        node = Node('Evaluate Closure', {'Closure': closure}, active_input_index=active_input_index, active_output_index=active_output_index, define_signature=define_signature)
        return node._out

    @classmethod
    def frame(cls, label_size = 20, shrink = True, text = None):
        """ > Node Frame

        Parameters
        ----------
        label_size : int
            parameter `label_size`

        shrink : bool
            parameter `shrink`

        text : NoneType
            parameter `text`


        Returns
        -------
        None
        """
        node = Node('Frame', label_size=label_size, shrink=shrink, text=text)
        return node._out

    @utils.classproperty
    def group_input(self):
        """ > Node Group Input

        Returns
        -------
        None
        """
        node = Node('Group Input', )
        return node._out

    @classmethod
    def group_output(cls, is_active_output = True):
        """ > Node Group Output

        Parameters
        ----------
        is_active_output : bool
            parameter `is_active_output`


        Returns
        -------
        None
        """
        node = Node('Group Output', is_active_output=is_active_output)
        return node._out

    @classmethod
    def join_bundle(cls, *bundle: Bundle):
        """ > Node Join Bundle

        Parameters
        ----------
        bundle : Bundle, optional
            socket 'Bundle' (id: Bundle)


        Returns
        -------
        Bundle
        """
        node = Node('Join Bundle', {'Bundle': list(bundle)})
        return node._out

    @classmethod
    def reroute(cls, input: Color = None, socket_idname = 'NodeSocketColor'):
        """ > Node Reroute

        Parameters
        ----------
        input : Color, optional
            socket 'Input' (id: Input)

        socket_idname : str
            parameter `socket_idname`


        Returns
        -------
        Color
        """
        node = Node('Reroute', {'Input': input}, socket_idname=socket_idname)
        return node._out

    @classmethod
    def separate_bundle(cls,
                    named_sockets: dict = {},
                    bundle: Bundle = None,
                    define_signature = False,
                    **sockets):
        """ > Node Separate Bundle

        Parameters
        ----------
        named_sockets : dict, default={}
            Sockets created with string names

        bundle : Bundle, optional
            socket 'Bundle' (id: Bundle)

        define_signature : bool
            parameter `define_signature`

        sockets : dict, default={}
            Socket created with python name attributes

        Returns
        -------
        None
        """
        node = Node('Separate Bundle', {'Bundle': bundle, **named_sockets}, define_signature=define_signature, **sockets)
        return node

    @classmethod
    def add_shader(cls, shader: Shader = None, shader_1: Shader = None):
        """ > Node Add Shader

        Parameters
        ----------
        shader : Shader, optional
            socket 'Shader' (id: Shader)

        shader_1 : Shader, optional
            socket 'Shader' (id: Shader_001)


        Returns
        -------
        Shader
        """
        node = Node('Add Shader', {'Shader': shader, 'Shader_001': shader_1})
        return node._out

    @classmethod
    def ambient_occlusion(cls,
                    color: Color = None,
                    distance: Float = None,
                    normal: Vector = None,
                    inside = False,
                    only_local = False,
                    samples = 16):
        """ > Node Ambient Occlusion

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        distance : Float, optional
            socket 'Distance' (id: Distance)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        inside : bool
            parameter `inside`

        only_local : bool
            parameter `only_local`

        samples : int
            parameter `samples`


        Returns
        -------
        Color
            peer sockets: ao_ (Float)

        """
        node = Node('Ambient Occlusion', {'Color': color, 'Distance': distance, 'Normal': normal}, inside=inside, only_local=only_local, samples=samples)
        return node._out

    @classmethod
    def attribute(cls,
                    attribute_name = '',
                    attribute_type: Literal['GEOMETRY', 'OBJECT', 'INSTANCER', 'VIEW_LAYER'] = 'GEOMETRY'):
        """ > Node Attribute

        Parameters
        ----------
        attribute_name : str
            parameter `attribute_name`

        attribute_type : Literal['Geometry', 'Object', 'Instancer', 'View Layer']
            parameter `attribute_type`


        Returns
        -------
        Color
            peer sockets: vector_ (Vector), factor_ (Float), alpha_ (Float)

        """
        utils.check_enum_arg('Attribute', 'attribute_type', attribute_type, 'attribute', ('GEOMETRY', 'OBJECT', 'INSTANCER', 'VIEW_LAYER'))
        node = Node('Attribute', attribute_name=attribute_name, attribute_type=attribute_type)
        return node

    @classmethod
    def background(cls, color: Color = None, strength: Float = None, weight: Float = None):
        """ > Node Background

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        strength : Float, optional
            socket 'Strength' (id: Strength)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Background', {'Color': color, 'Strength': strength, 'Weight': weight})
        return node._out

    @classmethod
    def bevel(cls, radius: Float = None, normal: Vector = None, samples = 4):
        """ > Node Bevel

        Parameters
        ----------
        radius : Float, optional
            socket 'Radius' (id: Radius)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        samples : int
            parameter `samples`


        Returns
        -------
        Vector
        """
        node = Node('Bevel', {'Radius': radius, 'Normal': normal}, samples=samples)
        return node._out

    @classmethod
    def blackbody(cls, temperature: Float = None):
        """ > Node Blackbody

        Parameters
        ----------
        temperature : Float, optional
            socket 'Temperature' (id: Temperature)


        Returns
        -------
        Color
        """
        node = Node('Blackbody', {'Temperature': temperature})
        return node._out

    @classmethod
    def brightness_contrast(cls, color: Color = None, brightness: Float = None, contrast: Float = None):
        """ > Node Brightness/Contrast

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        brightness : Float, optional
            socket 'Brightness' (id: Bright)

        contrast : Float, optional
            socket 'Contrast' (id: Contrast)


        Returns
        -------
        Color
        """
        node = Node('Brightness/Contrast', {'Color': color, 'Bright': brightness, 'Contrast': contrast})
        return node._out

    @classmethod
    def glossy_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    rotation: Float = None,
                    normal: Vector = None,
                    tangent: Vector = None,
                    weight: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'ASHIKHMIN_SHIRLEY', 'MULTI_GGX'] = 'MULTI_GGX'):
        """ > Node Glossy BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        anisotropy : Float, optional
            socket 'Anisotropy' (id: Anisotropy)

        rotation : Float, optional
            socket 'Rotation' (id: Rotation)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        tangent : Vector, optional
            socket 'Tangent' (id: Tangent)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        distribution : Literal['Beckmann', 'GGX', 'Ashikhmin-Shirley', 'Multiscatter GGX']
            parameter `distribution`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Glossy BSDF', 'distribution', distribution, 'glossy_bsdf', ('BECKMANN', 'GGX', 'ASHIKHMIN_SHIRLEY', 'MULTI_GGX'))
        node = Node('Glossy BSDF', {'Color': color, 'Roughness': roughness, 'Anisotropy': anisotropy, 'Rotation': rotation, 'Normal': normal, 'Tangent': tangent, 'Weight': weight}, distribution=distribution)
        return node._out

    @classmethod
    def diffuse_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    normal: Vector = None,
                    weight: Float = None):
        """ > Node Diffuse BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Diffuse BSDF', {'Color': color, 'Roughness': roughness, 'Normal': normal, 'Weight': weight})
        return node._out

    @classmethod
    def glass_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    ior: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX'):
        """ > Node Glass BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        ior : Float, optional
            socket 'IOR' (id: IOR)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        thin_film_thickness : Float, optional
            socket 'Thin Film Thickness' (id: Thin Film Thickness)

        thin_film_ior : Float, optional
            socket 'Thin Film IOR' (id: Thin Film IOR)

        distribution : Literal['Beckmann', 'GGX', 'Multiscatter GGX']
            parameter `distribution`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Glass BSDF', 'distribution', distribution, 'glass_bsdf', ('BECKMANN', 'GGX', 'MULTI_GGX'))
        node = Node('Glass BSDF', {'Color': color, 'Roughness': roughness, 'IOR': ior, 'Normal': normal, 'Weight': weight, 'Thin Film Thickness': thin_film_thickness, 'Thin Film IOR': thin_film_ior}, distribution=distribution)
        return node._out

    @classmethod
    def hair_bsdf(cls,
                    color: Color = None,
                    offset: Float = None,
                    roughnessu: Float = None,
                    roughnessv: Float = None,
                    tangent: Vector = None,
                    weight: Float = None,
                    component: Literal['Reflection', 'Transmission'] = 'Reflection'):
        """ > Node Hair BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        offset : Float, optional
            socket 'Offset' (id: Offset)

        roughnessu : Float, optional
            socket 'RoughnessU' (id: RoughnessU)

        roughnessv : Float, optional
            socket 'RoughnessV' (id: RoughnessV)

        tangent : Vector, optional
            socket 'Tangent' (id: Tangent)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        component : Literal['Reflection', 'Transmission']
            parameter `component`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Hair BSDF', 'component', component, 'hair_bsdf', ('Reflection', 'Transmission'))
        node = Node('Hair BSDF', {'Color': color, 'Offset': offset, 'RoughnessU': roughnessu, 'RoughnessV': roughnessv, 'Tangent': tangent, 'Weight': weight}, component=component)
        return node._out

    @classmethod
    def principled_hair_bsdf(cls,
                    color: Color = None,
                    melanin: Float = None,
                    melanin_redness: Float = None,
                    tint: Color = None,
                    absorption_coefficient: Vector = None,
                    aspect_ratio: Float = None,
                    roughness: Float = None,
                    radial_roughness: Float = None,
                    coat: Float = None,
                    ior: Float = None,
                    offset: Float = None,
                    random_color: Float = None,
                    random_roughness: Float = None,
                    random: Float = None,
                    weight: Float = None,
                    reflection: Float = None,
                    transmission: Float = None,
                    secondary_reflection: Float = None,
                    model: Literal['CHIANG', 'HUANG'] = 'CHIANG',
                    parametrization: Literal['ABSORPTION', 'MELANIN', 'COLOR'] = 'COLOR'):
        """ > Node Principled Hair BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        melanin : Float, optional
            socket 'Melanin' (id: Melanin)

        melanin_redness : Float, optional
            socket 'Melanin Redness' (id: Melanin Redness)

        tint : Color, optional
            socket 'Tint' (id: Tint)

        absorption_coefficient : Vector, optional
            socket 'Absorption Coefficient' (id: Absorption Coefficient)

        aspect_ratio : Float, optional
            socket 'Aspect Ratio' (id: Aspect Ratio)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        radial_roughness : Float, optional
            socket 'Radial Roughness' (id: Radial Roughness)

        coat : Float, optional
            socket 'Coat' (id: Coat)

        ior : Float, optional
            socket 'IOR' (id: IOR)

        offset : Float, optional
            socket 'Offset' (id: Offset)

        random_color : Float, optional
            socket 'Random Color' (id: Random Color)

        random_roughness : Float, optional
            socket 'Random Roughness' (id: Random Roughness)

        random : Float, optional
            socket 'Random' (id: Random)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        reflection : Float, optional
            socket 'Reflection' (id: R lobe)

        transmission : Float, optional
            socket 'Transmission' (id: TT lobe)

        secondary_reflection : Float, optional
            socket 'Secondary Reflection' (id: TRT lobe)

        model : Literal['Chiang', 'Huang']
            parameter `model`

        parametrization : Literal['Absorption Coefficient', 'Melanin Concentration', 'Direct Coloring']
            parameter `parametrization`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Principled Hair BSDF', 'model', model, 'principled_hair_bsdf', ('CHIANG', 'HUANG'))
        utils.check_enum_arg('Principled Hair BSDF', 'parametrization', parametrization, 'principled_hair_bsdf', ('ABSORPTION', 'MELANIN', 'COLOR'))
        node = Node('Principled Hair BSDF', {'Color': color, 'Melanin': melanin, 'Melanin Redness': melanin_redness, 'Tint': tint, 'Absorption Coefficient': absorption_coefficient, 'Aspect Ratio': aspect_ratio, 'Roughness': roughness, 'Radial Roughness': radial_roughness, 'Coat': coat, 'IOR': ior, 'Offset': offset, 'Random Color': random_color, 'Random Roughness': random_roughness, 'Random': random, 'Weight': weight, 'R lobe': reflection, 'TT lobe': transmission, 'TRT lobe': secondary_reflection}, model=model, parametrization=parametrization)
        return node._out

    @classmethod
    def metallic_bsdf(cls,
                    base_color: Color = None,
                    edge_tint: Color = None,
                    ior: Vector = None,
                    extinction: Vector = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    rotation: Float = None,
                    normal: Vector = None,
                    tangent: Vector = None,
                    weight: Float = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                    fresnel_type: Literal['PHYSICAL_CONDUCTOR', 'F82'] = 'F82'):
        """ > Node Metallic BSDF

        Parameters
        ----------
        base_color : Color, optional
            socket 'Base Color' (id: Base Color)

        edge_tint : Color, optional
            socket 'Edge Tint' (id: Edge Tint)

        ior : Vector, optional
            socket 'IOR' (id: IOR)

        extinction : Vector, optional
            socket 'Extinction' (id: Extinction)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        anisotropy : Float, optional
            socket 'Anisotropy' (id: Anisotropy)

        rotation : Float, optional
            socket 'Rotation' (id: Rotation)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        tangent : Vector, optional
            socket 'Tangent' (id: Tangent)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        thin_film_thickness : Float, optional
            socket 'Thin Film Thickness' (id: Thin Film Thickness)

        thin_film_ior : Float, optional
            socket 'Thin Film IOR' (id: Thin Film IOR)

        distribution : Literal['Beckmann', 'GGX', 'Multiscatter GGX']
            parameter `distribution`

        fresnel_type : Literal['Physical Conductor', 'F82 Tint']
            parameter `fresnel_type`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Metallic BSDF', 'distribution', distribution, 'metallic_bsdf', ('BECKMANN', 'GGX', 'MULTI_GGX'))
        utils.check_enum_arg('Metallic BSDF', 'fresnel_type', fresnel_type, 'metallic_bsdf', ('PHYSICAL_CONDUCTOR', 'F82'))
        node = Node('Metallic BSDF', {'Base Color': base_color, 'Edge Tint': edge_tint, 'IOR': ior, 'Extinction': extinction, 'Roughness': roughness, 'Anisotropy': anisotropy, 'Rotation': rotation, 'Normal': normal, 'Tangent': tangent, 'Weight': weight, 'Thin Film Thickness': thin_film_thickness, 'Thin Film IOR': thin_film_ior}, distribution=distribution, fresnel_type=fresnel_type)
        return node._out

    @classmethod
    def principled_bsdf(cls,
                    base_color: Color = None,
                    metallic: Float = None,
                    roughness: Float = None,
                    ior: Float = None,
                    alpha: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    diffuse_roughness: Float = None,
                    subsurface_weight: Float = None,
                    subsurface_radius: Vector = None,
                    subsurface_scale: Float = None,
                    subsurface_ior: Float = None,
                    subsurface_anisotropy: Float = None,
                    specular_ior_level: Float = None,
                    specular_tint: Color = None,
                    anisotropic: Float = None,
                    anisotropic_rotation: Float = None,
                    tangent: Vector = None,
                    transmission_weight: Float = None,
                    coat_weight: Float = None,
                    coat_roughness: Float = None,
                    coat_ior: Float = None,
                    coat_tint: Color = None,
                    coat_normal: Vector = None,
                    sheen_weight: Float = None,
                    sheen_roughness: Float = None,
                    sheen_tint: Color = None,
                    emission_color: Color = None,
                    emission_strength: Float = None,
                    thin_film_thickness: Float = None,
                    thin_film_ior: Float = None,
                    distribution: Literal['GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                    subsurface_method: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK'):
        """ > Node Principled BSDF

        Parameters
        ----------
        base_color : Color, optional
            socket 'Base Color' (id: Base Color)

        metallic : Float, optional
            socket 'Metallic' (id: Metallic)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        ior : Float, optional
            socket 'IOR' (id: IOR)

        alpha : Float, optional
            socket 'Alpha' (id: Alpha)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        diffuse_roughness : Float, optional
            socket 'Diffuse Roughness' (id: Diffuse Roughness)

        subsurface_weight : Float, optional
            socket 'Subsurface Weight' (id: Subsurface Weight)

        subsurface_radius : Vector, optional
            socket 'Subsurface Radius' (id: Subsurface Radius)

        subsurface_scale : Float, optional
            socket 'Subsurface Scale' (id: Subsurface Scale)

        subsurface_ior : Float, optional
            socket 'Subsurface IOR' (id: Subsurface IOR)

        subsurface_anisotropy : Float, optional
            socket 'Subsurface Anisotropy' (id: Subsurface Anisotropy)

        specular_ior_level : Float, optional
            socket 'Specular IOR Level' (id: Specular IOR Level)

        specular_tint : Color, optional
            socket 'Specular Tint' (id: Specular Tint)

        anisotropic : Float, optional
            socket 'Anisotropic' (id: Anisotropic)

        anisotropic_rotation : Float, optional
            socket 'Anisotropic Rotation' (id: Anisotropic Rotation)

        tangent : Vector, optional
            socket 'Tangent' (id: Tangent)

        transmission_weight : Float, optional
            socket 'Transmission Weight' (id: Transmission Weight)

        coat_weight : Float, optional
            socket 'Coat Weight' (id: Coat Weight)

        coat_roughness : Float, optional
            socket 'Coat Roughness' (id: Coat Roughness)

        coat_ior : Float, optional
            socket 'Coat IOR' (id: Coat IOR)

        coat_tint : Color, optional
            socket 'Coat Tint' (id: Coat Tint)

        coat_normal : Vector, optional
            socket 'Coat Normal' (id: Coat Normal)

        sheen_weight : Float, optional
            socket 'Sheen Weight' (id: Sheen Weight)

        sheen_roughness : Float, optional
            socket 'Sheen Roughness' (id: Sheen Roughness)

        sheen_tint : Color, optional
            socket 'Sheen Tint' (id: Sheen Tint)

        emission_color : Color, optional
            socket 'Emission Color' (id: Emission Color)

        emission_strength : Float, optional
            socket 'Emission Strength' (id: Emission Strength)

        thin_film_thickness : Float, optional
            socket 'Thin Film Thickness' (id: Thin Film Thickness)

        thin_film_ior : Float, optional
            socket 'Thin Film IOR' (id: Thin Film IOR)

        distribution : Literal['GGX', 'Multiscatter GGX']
            parameter `distribution`

        subsurface_method : Literal['Christensen-Burley', 'Random Walk', 'Random Walk (Skin)']
            parameter `subsurface_method`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Principled BSDF', 'distribution', distribution, 'principled_bsdf', ('GGX', 'MULTI_GGX'))
        utils.check_enum_arg('Principled BSDF', 'subsurface_method', subsurface_method, 'principled_bsdf', ('BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'))
        node = Node('Principled BSDF', {'Base Color': base_color, 'Metallic': metallic, 'Roughness': roughness, 'IOR': ior, 'Alpha': alpha, 'Normal': normal, 'Weight': weight, 'Diffuse Roughness': diffuse_roughness, 'Subsurface Weight': subsurface_weight, 'Subsurface Radius': subsurface_radius, 'Subsurface Scale': subsurface_scale, 'Subsurface IOR': subsurface_ior, 'Subsurface Anisotropy': subsurface_anisotropy, 'Specular IOR Level': specular_ior_level, 'Specular Tint': specular_tint, 'Anisotropic': anisotropic, 'Anisotropic Rotation': anisotropic_rotation, 'Tangent': tangent, 'Transmission Weight': transmission_weight, 'Coat Weight': coat_weight, 'Coat Roughness': coat_roughness, 'Coat IOR': coat_ior, 'Coat Tint': coat_tint, 'Coat Normal': coat_normal, 'Sheen Weight': sheen_weight, 'Sheen Roughness': sheen_roughness, 'Sheen Tint': sheen_tint, 'Emission Color': emission_color, 'Emission Strength': emission_strength, 'Thin Film Thickness': thin_film_thickness, 'Thin Film IOR': thin_film_ior}, distribution=distribution, subsurface_method=subsurface_method)
        return node._out

    @classmethod
    def ray_portal_bsdf(cls,
                    color: Color = None,
                    position: Vector = None,
                    direction: Vector = None,
                    weight: Float = None):
        """ > Node Ray Portal BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        position : Vector, optional
            socket 'Position' (id: Position)

        direction : Vector, optional
            socket 'Direction' (id: Direction)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Ray Portal BSDF', {'Color': color, 'Position': position, 'Direction': direction, 'Weight': weight})
        return node._out

    @classmethod
    def refraction_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    ior: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    distribution: Literal['BECKMANN', 'GGX'] = 'BECKMANN'):
        """ > Node Refraction BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        ior : Float, optional
            socket 'IOR' (id: IOR)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        distribution : Literal['Beckmann', 'GGX']
            parameter `distribution`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Refraction BSDF', 'distribution', distribution, 'refraction_bsdf', ('BECKMANN', 'GGX'))
        node = Node('Refraction BSDF', {'Color': color, 'Roughness': roughness, 'IOR': ior, 'Normal': normal, 'Weight': weight}, distribution=distribution)
        return node._out

    @classmethod
    def sheen_bsdf(cls,
                    color: Color = None,
                    roughness: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    distribution: Literal['ASHIKHMIN', 'MICROFIBER'] = 'MICROFIBER'):
        """ > Node Sheen BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        distribution : Literal['Ashikhmin', 'Microfiber']
            parameter `distribution`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Sheen BSDF', 'distribution', distribution, 'sheen_bsdf', ('ASHIKHMIN', 'MICROFIBER'))
        node = Node('Sheen BSDF', {'Color': color, 'Roughness': roughness, 'Normal': normal, 'Weight': weight}, distribution=distribution)
        return node._out

    @classmethod
    def toon_bsdf(cls,
                    color: Color = None,
                    size: Float = None,
                    smooth: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    component: Literal['DIFFUSE', 'GLOSSY'] = 'DIFFUSE'):
        """ > Node Toon BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        size : Float, optional
            socket 'Size' (id: Size)

        smooth : Float, optional
            socket 'Smooth' (id: Smooth)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        component : Literal['Diffuse', 'Glossy']
            parameter `component`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Toon BSDF', 'component', component, 'toon_bsdf', ('DIFFUSE', 'GLOSSY'))
        node = Node('Toon BSDF', {'Color': color, 'Size': size, 'Smooth': smooth, 'Normal': normal, 'Weight': weight}, component=component)
        return node._out

    @classmethod
    def translucent_bsdf(cls, color: Color = None, normal: Vector = None, weight: Float = None):
        """ > Node Translucent BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Translucent BSDF', {'Color': color, 'Normal': normal, 'Weight': weight})
        return node._out

    @classmethod
    def transparent_bsdf(cls, color: Color = None, weight: Float = None):
        """ > Node Transparent BSDF

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Transparent BSDF', {'Color': color, 'Weight': weight})
        return node._out

    @classmethod
    def bump(cls,
                    strength: Float = None,
                    distance: Float = None,
                    filter_width: Float = None,
                    height: Float = None,
                    normal: Vector = None,
                    invert = False):
        """ > Node Bump

        Parameters
        ----------
        strength : Float, optional
            socket 'Strength' (id: Strength)

        distance : Float, optional
            socket 'Distance' (id: Distance)

        filter_width : Float, optional
            socket 'Filter Width' (id: Filter Width)

        height : Float, optional
            socket 'Height' (id: Height)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        invert : bool
            parameter `invert`


        Returns
        -------
        Vector
        """
        node = Node('Bump', {'Strength': strength, 'Distance': distance, 'Filter Width': filter_width, 'Height': height, 'Normal': normal}, invert=invert)
        return node._out

    @classmethod
    def camera_data(cls):
        """ > Node Camera Data

        Returns
        -------
        Vector
            peer sockets: view_z_depth_ (Float), view_distance_ (Float)

        """
        node = Node('Camera Data', )
        return node

    @classmethod
    def clamp(cls,
                    value: Float = None,
                    min: Float = None,
                    max: Float = None,
                    clamp_type: Literal['MINMAX', 'RANGE'] = 'MINMAX'):
        """ > Node Clamp

        Parameters
        ----------
        value : Float, optional
            socket 'Value' (id: Value)

        min : Float, optional
            socket 'Min' (id: Min)

        max : Float, optional
            socket 'Max' (id: Max)

        clamp_type : Literal['Min Max', 'Range']
            parameter `clamp_type`


        Returns
        -------
        Float
        """
        utils.check_enum_arg('Clamp', 'clamp_type', clamp_type, 'clamp', ('MINMAX', 'RANGE'))
        node = Node('Clamp', {'Value': value, 'Min': min, 'Max': max}, clamp_type=clamp_type)
        return node._out

    @classmethod
    def combine_color(cls,
                    red: Float = None,
                    green: Float = None,
                    blue: Float = None,
                    mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB'):
        """ > Node Combine Color

        Parameters
        ----------
        red : Float, optional
            socket 'Red' (id: Red)

        green : Float, optional
            socket 'Green' (id: Green)

        blue : Float, optional
            socket 'Blue' (id: Blue)

        mode : Literal['RGB', 'HSV', 'HSL']
            parameter `mode`


        Returns
        -------
        Color
        """
        utils.check_enum_arg('Combine Color', 'mode', mode, 'combine_color', ('RGB', 'HSV', 'HSL'))
        node = Node('Combine Color', {'Red': red, 'Green': green, 'Blue': blue}, mode=mode)
        return node._out

    @classmethod
    def combine_xyz(cls, x: Float = None, y: Float = None, z: Float = None):
        """ > Node Combine XYZ

        Parameters
        ----------
        x : Float, optional
            socket 'X' (id: X)

        y : Float, optional
            socket 'Y' (id: Y)

        z : Float, optional
            socket 'Z' (id: Z)


        Returns
        -------
        Vector
        """
        node = Node('Combine XYZ', {'X': x, 'Y': y, 'Z': z})
        return node._out

    @classmethod
    def displacement(cls,
                    height: Float = None,
                    midlevel: Float = None,
                    scale: Float = None,
                    normal: Vector = None,
                    space: Literal['OBJECT', 'WORLD'] = 'OBJECT'):
        """ > Node Displacement

        Parameters
        ----------
        height : Float, optional
            socket 'Height' (id: Height)

        midlevel : Float, optional
            socket 'Midlevel' (id: Midlevel)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        space : Literal['Object Space', 'World Space']
            parameter `space`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Displacement', 'space', space, 'displacement', ('OBJECT', 'WORLD'))
        node = Node('Displacement', {'Height': height, 'Midlevel': midlevel, 'Scale': scale, 'Normal': normal}, space=space)
        return node._out

    @classmethod
    def specular_bsdf(cls,
                    base_color: Color = None,
                    specular: Color = None,
                    roughness: Float = None,
                    emissive_color: Color = None,
                    transparency: Float = None,
                    normal: Vector = None,
                    clear_coat: Float = None,
                    clear_coat_roughness: Float = None,
                    clear_coat_normal: Vector = None,
                    weight: Float = None):
        """ > Node Specular BSDF

        Parameters
        ----------
        base_color : Color, optional
            socket 'Base Color' (id: Base Color)

        specular : Color, optional
            socket 'Specular' (id: Specular)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        emissive_color : Color, optional
            socket 'Emissive Color' (id: Emissive Color)

        transparency : Float, optional
            socket 'Transparency' (id: Transparency)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        clear_coat : Float, optional
            socket 'Clear Coat' (id: Clear Coat)

        clear_coat_roughness : Float, optional
            socket 'Clear Coat Roughness' (id: Clear Coat Roughness)

        clear_coat_normal : Vector, optional
            socket 'Clear Coat Normal' (id: Clear Coat Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Specular BSDF', {'Base Color': base_color, 'Specular': specular, 'Roughness': roughness, 'Emissive Color': emissive_color, 'Transparency': transparency, 'Normal': normal, 'Clear Coat': clear_coat, 'Clear Coat Roughness': clear_coat_roughness, 'Clear Coat Normal': clear_coat_normal, 'Weight': weight})
        return node._out

    @classmethod
    def emission(cls, color: Color = None, strength: Float = None, weight: Float = None):
        """ > Node Emission

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        strength : Float, optional
            socket 'Strength' (id: Strength)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Emission', {'Color': color, 'Strength': strength, 'Weight': weight})
        return node._out

    @classmethod
    def float_curve(cls, value: Float = None, factor: Float = None):
        """ > Node Float Curve

        Parameters
        ----------
        value : Float, optional
            socket 'Value' (id: Value)

        factor : Float, optional
            socket 'Factor' (id: Factor)


        Returns
        -------
        Float
        """
        node = NodeCurves('Float Curve', {'Value': value, 'Factor': factor})
        return node._out

    @classmethod
    def fresnel(cls, ior: Float = None, normal: Vector = None):
        """ > Node Fresnel

        Parameters
        ----------
        ior : Float, optional
            socket 'IOR' (id: IOR)

        normal : Vector, optional
            socket 'Normal' (id: Normal)


        Returns
        -------
        Float
        """
        node = Node('Fresnel', {'IOR': ior, 'Normal': normal})
        return node._out

    @classmethod
    def gamma(cls, color: Color = None, gamma: Float = None):
        """ > Node Gamma

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        gamma : Float, optional
            socket 'Gamma' (id: Gamma)


        Returns
        -------
        Color
        """
        node = Node('Gamma', {'Color': color, 'Gamma': gamma})
        return node._out

    @classmethod
    def group(cls, node_tree = None):
        """ > Node Group

        Parameters
        ----------
        node_tree : NoneType
            parameter `node_tree`


        Returns
        -------
        None
        """
        node = Node('Group', node_tree=node_tree)
        return node._out

    @classmethod
    def curves_info(cls):
        """ > Node Curves Info

        Returns
        -------
        Float
            peer sockets: intercept_ (Float), length_ (Float), thickness_ (Float), tangent_normal_ (Vector), random_ (Float)

        """
        node = Node('Curves Info', )
        return node

    @classmethod
    def holdout(cls, weight: Float = None):
        """ > Node Holdout

        Parameters
        ----------
        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        Shader
        """
        node = Node('Holdout', {'Weight': weight})
        return node._out

    @classmethod
    def hue_saturation_value(cls,
                    hue: Float = None,
                    saturation: Float = None,
                    value: Float = None,
                    color: Color = None,
                    factor: Float = None):
        """ > Node Hue/Saturation/Value

        Parameters
        ----------
        hue : Float, optional
            socket 'Hue' (id: Hue)

        saturation : Float, optional
            socket 'Saturation' (id: Saturation)

        value : Float, optional
            socket 'Value' (id: Value)

        color : Color, optional
            socket 'Color' (id: Color)

        factor : Float, optional
            socket 'Factor' (id: Fac)


        Returns
        -------
        Color
        """
        node = Node('Hue/Saturation/Value', {'Hue': hue, 'Saturation': saturation, 'Value': value, 'Color': color, 'Fac': factor})
        return node._out

    @classmethod
    def invert_color(cls, color: Color = None, factor: Float = None):
        """ > Node Invert Color

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        factor : Float, optional
            socket 'Factor' (id: Fac)


        Returns
        -------
        Color
        """
        node = Node('Invert Color', {'Color': color, 'Fac': factor})
        return node._out

    @classmethod
    def layer_weight(cls, blend: Float = None, normal: Vector = None):
        """ > Node Layer Weight

        Parameters
        ----------
        blend : Float, optional
            socket 'Blend' (id: Blend)

        normal : Vector, optional
            socket 'Normal' (id: Normal)


        Returns
        -------
        Float
            peer sockets: facing_ (Float)

        """
        node = Node('Layer Weight', {'Blend': blend, 'Normal': normal})
        return node._out

    @classmethod
    def light_falloff(cls, strength: Float = None, smooth: Float = None):
        """ > Node Light Falloff

        Parameters
        ----------
        strength : Float, optional
            socket 'Strength' (id: Strength)

        smooth : Float, optional
            socket 'Smooth' (id: Smooth)


        Returns
        -------
        Float
            peer sockets: linear_ (Float), constant_ (Float)

        """
        node = Node('Light Falloff', {'Strength': strength, 'Smooth': smooth})
        return node._out

    @classmethod
    def light_path(cls):
        """ > Node Light Path

        Returns
        -------
        Float
            peer sockets: is_shadow_ray_ (Float), is_diffuse_ray_ (Float), is_glossy_ray_ (Float), is_singular_ray_ (Float), is_reflection_ray_ (Float), is_transmission_ray_ (Float), is_volume_scatter_ray_ (Float), ray_length_ (Float), ray_depth_ (Float), diffuse_depth_ (Float), glossy_depth_ (Float), transparent_depth_ (Float), transmission_depth_ (Float), portal_depth_ (Float)

        """
        node = Node('Light Path', )
        return node

    @classmethod
    def map_range(cls,
                    value: Float = None,
                    from_min: Float = None,
                    from_max: Float = None,
                    to_min: Float = None,
                    to_max: Float = None,
                    steps: Float = None,
                    vector: Vector = None,
                    from_min_1: Vector = None,
                    from_max_1: Vector = None,
                    to_min_1: Vector = None,
                    to_max_1: Vector = None,
                    steps_1: Vector = None,
                    clamp = True,
                    data_type: Literal['FLOAT', 'FLOAT_VECTOR'] = 'FLOAT',
                    interpolation_type: Literal['LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'] = 'LINEAR'):
        """ > Node Map Range

        Parameters
        ----------
        value : Float, optional
            socket 'Value' (id: Value)

        from_min : Float, optional
            socket 'From Min' (id: From Min)

        from_max : Float, optional
            socket 'From Max' (id: From Max)

        to_min : Float, optional
            socket 'To Min' (id: To Min)

        to_max : Float, optional
            socket 'To Max' (id: To Max)

        steps : Float, optional
            socket 'Steps' (id: Steps)

        vector : Vector, optional
            socket 'Vector' (id: Vector)

        from_min_1 : Vector, optional
            socket 'From Min' (id: From_Min_FLOAT3)

        from_max_1 : Vector, optional
            socket 'From Max' (id: From_Max_FLOAT3)

        to_min_1 : Vector, optional
            socket 'To Min' (id: To_Min_FLOAT3)

        to_max_1 : Vector, optional
            socket 'To Max' (id: To_Max_FLOAT3)

        steps_1 : Vector, optional
            socket 'Steps' (id: Steps_FLOAT3)

        clamp : bool
            parameter `clamp`

        data_type : Literal['Float', 'Vector']
            parameter `data_type`

        interpolation_type : Literal['Linear', 'Stepped Linear', 'Smooth Step', 'Smoother Step']
            parameter `interpolation_type`


        Returns
        -------
        Float
        """
        utils.check_enum_arg('Map Range', 'interpolation_type', interpolation_type, 'map_range', ('LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'))
        node = Node('Map Range', {'Value': value, 'From Min': from_min, 'From Max': from_max, 'To Min': to_min, 'To Max': to_max, 'Steps': steps, 'Vector': vector, 'From_Min_FLOAT3': from_min_1, 'From_Max_FLOAT3': from_max_1, 'To_Min_FLOAT3': to_min_1, 'To_Max_FLOAT3': to_max_1, 'Steps_FLOAT3': steps_1}, clamp=clamp, data_type=data_type, interpolation_type=interpolation_type)
        return node._out

    @classmethod
    def mapping(cls,
                    vector: Vector = None,
                    location: Vector = None,
                    rotation: Vector = None,
                    scale: Vector = None,
                    vector_type: Literal['POINT', 'TEXTURE', 'VECTOR', 'NORMAL'] = 'POINT'):
        """ > Node Mapping

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        location : Vector, optional
            socket 'Location' (id: Location)

        rotation : Vector, optional
            socket 'Rotation' (id: Rotation)

        scale : Vector, optional
            socket 'Scale' (id: Scale)

        vector_type : Literal['Point', 'Texture', 'Vector', 'Normal']
            parameter `vector_type`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Mapping', 'vector_type', vector_type, 'mapping', ('POINT', 'TEXTURE', 'VECTOR', 'NORMAL'))
        node = Node('Mapping', {'Vector': vector, 'Location': location, 'Rotation': rotation, 'Scale': scale}, vector_type=vector_type)
        return node._out

    @classmethod
    def math(cls,
                    value: Float = None,
                    value_1: Float = None,
                    value_2: Float = None,
                    operation: Literal['ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'POWER', 'LOGARITHM', 'SQRT', 'INVERSE_SQRT', 'ABSOLUTE', 'EXPONENT', 'MINIMUM', 'MAXIMUM', 'LESS_THAN', 'GREATER_THAN', 'SIGN', 'COMPARE', 'SMOOTH_MIN', 'SMOOTH_MAX', 'ROUND', 'FLOOR', 'CEIL', 'TRUNC', 'FRACT', 'MODULO', 'FLOORED_MODULO', 'WRAP', 'SNAP', 'PINGPONG', 'SINE', 'COSINE', 'TANGENT', 'ARCSINE', 'ARCCOSINE', 'ARCTANGENT', 'ARCTAN2', 'SINH', 'COSH', 'TANH', 'RADIANS', 'DEGREES'] = 'ADD',
                    use_clamp = False):
        """ > Node Math

        Parameters
        ----------
        value : Float, optional
            socket 'Value' (id: Value)

        value_1 : Float, optional
            socket 'Value' (id: Value_001)

        value_2 : Float, optional
            socket 'Value' (id: Value_002)

        operation : Literal['Add', 'Subtract', 'Multiply', 'Divide', 'Multiply Add', 'Power', 'Logarithm', 'Square Root', 'Inverse Square Root', 'Absolute', 'Exponent', 'Minimum', 'Maximum', 'Less Than', 'Greater Than', 'Sign', 'Compare', 'Smooth Minimum', 'Smooth Maximum', 'Round', 'Floor', 'Ceil', 'Truncate', 'Fraction', 'Truncated Modulo', 'Floored Modulo', 'Wrap', 'Snap', 'Ping-Pong', 'Sine', 'Cosine', 'Tangent', 'Arcsine', 'Arccosine', 'Arctangent', 'Arctan2', 'Hyperbolic Sine', 'Hyperbolic Cosine', 'Hyperbolic Tangent', 'To Radians', 'To Degrees']
            parameter `operation`

        use_clamp : bool
            parameter `use_clamp`


        Returns
        -------
        Float
        """
        utils.check_enum_arg('Math', 'operation', operation, 'math', ('ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'POWER', 'LOGARITHM', 'SQRT', 'INVERSE_SQRT', 'ABSOLUTE', 'EXPONENT', 'MINIMUM', 'MAXIMUM', 'LESS_THAN', 'GREATER_THAN', 'SIGN', 'COMPARE', 'SMOOTH_MIN', 'SMOOTH_MAX', 'ROUND', 'FLOOR', 'CEIL', 'TRUNC', 'FRACT', 'MODULO', 'FLOORED_MODULO', 'WRAP', 'SNAP', 'PINGPONG', 'SINE', 'COSINE', 'TANGENT', 'ARCSINE', 'ARCCOSINE', 'ARCTANGENT', 'ARCTAN2', 'SINH', 'COSH', 'TANH', 'RADIANS', 'DEGREES'))
        node = Node('Math', {'Value': value, 'Value_001': value_1, 'Value_002': value_2}, operation=operation, use_clamp=use_clamp)
        return node._out

    @classmethod
    def mix(cls,
                    a: Float = None,
                    b: Float = None,
                    a_1: Vector = None,
                    b_1: Vector = None,
                    a_2: Color = None,
                    b_2: Color = None,
                    a_3: Rotation = None,
                    b_3: Rotation = None,
                    factor: Vector = None,
                    blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                    clamp_factor = True,
                    clamp_result = False,
                    data_type: Literal['FLOAT', 'VECTOR', 'RGBA'] = 'FLOAT',
                    factor_mode: Literal['UNIFORM', 'NON_UNIFORM'] = 'UNIFORM'):
        """ > Node Mix

        Parameters
        ----------
        a : Float, optional
            socket 'A' (id: A_Float)

        b : Float, optional
            socket 'B' (id: B_Float)

        a_1 : Vector, optional
            socket 'A' (id: A_Vector)

        b_1 : Vector, optional
            socket 'B' (id: B_Vector)

        a_2 : Color, optional
            socket 'A' (id: A_Color)

        b_2 : Color, optional
            socket 'B' (id: B_Color)

        a_3 : Rotation, optional
            socket 'A' (id: A_Rotation)

        b_3 : Rotation, optional
            socket 'B' (id: B_Rotation)

        factor : Vector, optional
            socket 'Factor' (id: Factor_Vector)

        blend_type : Literal['Mix', 'Darken', 'Multiply', 'Color Burn', 'Lighten', 'Screen', 'Color Dodge', 'Add', 'Overlay', 'Soft Light', 'Linear Light', 'Difference', 'Exclusion', 'Subtract', 'Divide', 'Hue', 'Saturation', 'Color', 'Value']
            parameter `blend_type`

        clamp_factor : bool
            parameter `clamp_factor`

        clamp_result : bool
            parameter `clamp_result`

        data_type : Literal['Float', 'Vector', 'Color']
            parameter `data_type`

        factor_mode : Literal['Uniform', 'Non-Uniform']
            parameter `factor_mode`


        Returns
        -------
        Float
        """
        utils.check_enum_arg('Mix', 'blend_type', blend_type, 'mix', ('MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'))
        utils.check_enum_arg('Mix', 'factor_mode', factor_mode, 'mix', ('UNIFORM', 'NON_UNIFORM'))
        node = Node('Mix', {'A_Float': a, 'B_Float': b, 'A_Vector': a_1, 'B_Vector': b_1, 'A_Color': a_2, 'B_Color': b_2, 'A_Rotation': a_3, 'B_Rotation': b_3, 'Factor_Vector': factor}, blend_type=blend_type, clamp_factor=clamp_factor, clamp_result=clamp_result, data_type=data_type, factor_mode=factor_mode)
        return node._out

    @classmethod
    def mix_shader(cls, shader: Shader = None, shader_1: Shader = None, factor: Float = None):
        """ > Node Mix Shader

        Parameters
        ----------
        shader : Shader, optional
            socket 'Shader' (id: Shader)

        shader_1 : Shader, optional
            socket 'Shader' (id: Shader_001)

        factor : Float, optional
            socket 'Factor' (id: Fac)


        Returns
        -------
        Shader
        """
        node = Node('Mix Shader', {'Shader': shader, 'Shader_001': shader_1, 'Fac': factor})
        return node._out

    @classmethod
    def geometry(cls):
        """ > Node Geometry

        Returns
        -------
        Vector
            peer sockets: normal_ (Vector), tangent_ (Vector), true_normal_ (Vector), incoming_ (Vector), parametric_ (Vector), backfacing_ (Float), pointiness_ (Float), random_per_island_ (Float)

        """
        node = Node('Geometry', )
        return node

    @classmethod
    def normal(cls, normal: Vector = None):
        """ > Node Normal

        Parameters
        ----------
        normal : Vector, optional
            socket 'Normal' (id: Normal)


        Returns
        -------
        Vector
            peer sockets: dot_ (Float)

        """
        node = Node('Normal', {'Normal': normal})
        return node._out

    @classmethod
    def normal_map(cls,
                    strength: Float = None,
                    color: Color = None,
                    base: Literal['ORIGINAL', 'DISPLACED'] = 'DISPLACED',
                    convention: Literal['OPENGL', 'DIRECTX'] = 'OPENGL',
                    space: Literal['TANGENT', 'OBJECT', 'WORLD', 'BLENDER_OBJECT', 'BLENDER_WORLD'] = 'TANGENT',
                    uv_map = ''):
        """ > Node Normal Map

        Parameters
        ----------
        strength : Float, optional
            socket 'Strength' (id: Strength)

        color : Color, optional
            socket 'Color' (id: Color)

        base : Literal['Original Base', 'Displaced Base']
            parameter `base`

        convention : Literal['OpenGL', 'DirectX']
            parameter `convention`

        space : Literal['Tangent Space', 'Object Space', 'World Space', 'Blender Object Space', 'Blender World Space']
            parameter `space`

        uv_map : str
            parameter `uv_map`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Normal Map', 'base', base, 'normal_map', ('ORIGINAL', 'DISPLACED'))
        utils.check_enum_arg('Normal Map', 'convention', convention, 'normal_map', ('OPENGL', 'DIRECTX'))
        utils.check_enum_arg('Normal Map', 'space', space, 'normal_map', ('TANGENT', 'OBJECT', 'WORLD', 'BLENDER_OBJECT', 'BLENDER_WORLD'))
        node = Node('Normal Map', {'Strength': strength, 'Color': color}, base=base, convention=convention, space=space, uv_map=uv_map)
        return node._out

    @classmethod
    def object_info(cls):
        """ > Node Object Info

        Returns
        -------
        Vector
            peer sockets: color_ (Color), alpha_ (Float), object_index_ (Float), material_index_ (Float), random_ (Float)

        """
        node = Node('Object Info', )
        return node

    @classmethod
    def aov_output(cls, color: Color = None, value: Float = None, aov_name = ''):
        """ > Node AOV Output

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        value : Float, optional
            socket 'Value' (id: Value)

        aov_name : str
            parameter `aov_name`


        Returns
        -------
        None
        """
        node = Node('AOV Output', {'Color': color, 'Value': value}, aov_name=aov_name)
        return node._out

    @classmethod
    def light_output(cls,
                    surface: Shader = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL'):
        """ > Node Light Output

        Parameters
        ----------
        surface : Shader, optional
            socket 'Surface' (id: Surface)

        is_active_output : bool
            parameter `is_active_output`

        target : Literal['All', 'EEVEE', 'Cycles']
            parameter `target`


        Returns
        -------
        None
        """
        utils.check_enum_arg('Light Output', 'target', target, 'light_output', ('ALL', 'EEVEE', 'CYCLES'))
        node = Node('Light Output', {'Surface': surface}, is_active_output=is_active_output, target=target)
        return node._out

    @classmethod
    def line_style_output(cls,
                    color: Color = None,
                    color_fac: Float = None,
                    alpha: Float = None,
                    alpha_fac: Float = None,
                    blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL',
                    use_alpha = False,
                    use_clamp = False):
        """ > Node Line Style Output

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        color_fac : Float, optional
            socket 'Color Fac' (id: Color Fac)

        alpha : Float, optional
            socket 'Alpha' (id: Alpha)

        alpha_fac : Float, optional
            socket 'Alpha Fac' (id: Alpha Fac)

        blend_type : Literal['Mix', 'Darken', 'Multiply', 'Color Burn', 'Lighten', 'Screen', 'Color Dodge', 'Add', 'Overlay', 'Soft Light', 'Linear Light', 'Difference', 'Exclusion', 'Subtract', 'Divide', 'Hue', 'Saturation', 'Color', 'Value']
            parameter `blend_type`

        is_active_output : bool
            parameter `is_active_output`

        target : Literal['All', 'EEVEE', 'Cycles']
            parameter `target`

        use_alpha : bool
            parameter `use_alpha`

        use_clamp : bool
            parameter `use_clamp`


        Returns
        -------
        None
        """
        utils.check_enum_arg('Line Style Output', 'blend_type', blend_type, 'line_style_output', ('MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'))
        utils.check_enum_arg('Line Style Output', 'target', target, 'line_style_output', ('ALL', 'EEVEE', 'CYCLES'))
        node = Node('Line Style Output', {'Color': color, 'Color Fac': color_fac, 'Alpha': alpha, 'Alpha Fac': alpha_fac}, blend_type=blend_type, is_active_output=is_active_output, target=target, use_alpha=use_alpha, use_clamp=use_clamp)
        return node._out

    @classmethod
    def material_output(cls,
                    surface: Shader = None,
                    volume: VolumeShader = None,
                    displacement: Vector = None,
                    thickness: Float = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL'):
        """ > Node Material Output

        Parameters
        ----------
        surface : Shader, optional
            socket 'Surface' (id: Surface)

        volume : VolumeShader, optional
            socket 'Volume' (id: Volume)

        displacement : Vector, optional
            socket 'Displacement' (id: Displacement)

        thickness : Float, optional
            socket 'Thickness' (id: Thickness)

        is_active_output : bool
            parameter `is_active_output`

        target : Literal['All', 'EEVEE', 'Cycles']
            parameter `target`


        Returns
        -------
        None
        """
        utils.check_enum_arg('Material Output', 'target', target, 'material_output', ('ALL', 'EEVEE', 'CYCLES'))
        node = Node('Material Output', {'Surface': surface, 'Volume': volume, 'Displacement': displacement, 'Thickness': thickness}, is_active_output=is_active_output, target=target)
        return node._out

    @classmethod
    def world_output(cls,
                    surface: Shader = None,
                    volume: VolumeShader = None,
                    is_active_output = True,
                    target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL'):
        """ > Node World Output

        Parameters
        ----------
        surface : Shader, optional
            socket 'Surface' (id: Surface)

        volume : VolumeShader, optional
            socket 'Volume' (id: Volume)

        is_active_output : bool
            parameter `is_active_output`

        target : Literal['All', 'EEVEE', 'Cycles']
            parameter `target`


        Returns
        -------
        None
        """
        utils.check_enum_arg('World Output', 'target', target, 'world_output', ('ALL', 'EEVEE', 'CYCLES'))
        node = Node('World Output', {'Surface': surface, 'Volume': volume}, is_active_output=is_active_output, target=target)
        return node._out

    @classmethod
    def particle_info(cls):
        """ > Node Particle Info

        Returns
        -------
        Float
            peer sockets: random_ (Float), age_ (Float), lifetime_ (Float), location_ (Vector), size_ (Float), velocity_ (Vector), angular_velocity_ (Vector)

        """
        node = Node('Particle Info', )
        return node

    @classmethod
    def point_info(cls):
        """ > Node Point Info

        Returns
        -------
        Vector
            peer sockets: radius_ (Float), random_ (Float)

        """
        node = Node('Point Info', )
        return node

    @utils.classproperty
    def color(self):
        """ > Node Color

        Returns
        -------
        Color
        """
        node = Node('Color', )
        return node._out

    @classmethod
    def rgb_curves(cls, color: Color = None, factor: Float = None):
        """ > Node RGB Curves

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        factor : Float, optional
            socket 'Factor' (id: Fac)


        Returns
        -------
        Color
        """
        node = NodeCurves('RGB Curves', {'Color': color, 'Fac': factor})
        return node._out

    @classmethod
    def rgb_to_bw(cls, color: Color = None):
        """ > Node RGB to BW

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)


        Returns
        -------
        Float
        """
        node = Node('RGB to BW', {'Color': color})
        return node._out

    @classmethod
    def radial_tiling(cls,
                    vector: Vector = None,
                    sides: Float = None,
                    roundness: Float = None,
                    normalize = False):
        """ > Node Radial Tiling

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        sides : Float, optional
            socket 'Sides' (id: Sides)

        roundness : Float, optional
            socket 'Roundness' (id: Roundness)

        normalize : bool
            parameter `normalize`


        Returns
        -------
        Vector
            peer sockets: segment_id_ (Float), segment_width_ (Float), segment_rotation_ (Float)

        """
        node = Node('Radial Tiling', {'Vector': vector, 'Sides': sides, 'Roundness': roundness}, normalize=normalize)
        return node._out

    @classmethod
    def raycast(cls,
                    position: Vector = None,
                    direction: Vector = None,
                    length: Float = None,
                    only_local = False):
        """ > Node Raycast

        Parameters
        ----------
        position : Vector, optional
            socket 'Position' (id: Position)

        direction : Vector, optional
            socket 'Direction' (id: Direction)

        length : Float, optional
            socket 'Length' (id: Length)

        only_local : bool
            parameter `only_local`


        Returns
        -------
        Float
            peer sockets: self_hit_ (Float), hit_distance_ (Float), hit_position_ (Vector), hit_normal_ (Vector)

        """
        node = Node('Raycast', {'Position': position, 'Direction': direction, 'Length': length}, only_local=only_local)
        return node._out

    @classmethod
    def script(cls,
                    bytecode = '',
                    bytecode_hash = '',
                    filepath = '',
                    mode: Literal['INTERNAL', 'EXTERNAL'] = 'INTERNAL',
                    script = None,
                    use_auto_update = False):
        """ > Node Script

        Parameters
        ----------
        bytecode : str
            parameter `bytecode`

        bytecode_hash : str
            parameter `bytecode_hash`

        filepath : str
            parameter `filepath`

        mode : Literal['Internal', 'External']
            parameter `mode`

        script : NoneType
            parameter `script`

        use_auto_update : bool
            parameter `use_auto_update`


        Returns
        -------
        None
        """
        utils.check_enum_arg('Script', 'mode', mode, 'script', ('INTERNAL', 'EXTERNAL'))
        node = Node('Script', bytecode=bytecode, bytecode_hash=bytecode_hash, filepath=filepath, mode=mode, script=script, use_auto_update=use_auto_update)
        return node._out

    @classmethod
    def separate_color(cls, color: Color = None, mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB'):
        """ > Node Separate Color

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        mode : Literal['RGB', 'HSV', 'HSL']
            parameter `mode`


        Returns
        -------
        Float
            peer sockets: green_ (Float), blue_ (Float)

        """
        utils.check_enum_arg('Separate Color', 'mode', mode, 'separate_color', ('RGB', 'HSV', 'HSL'))
        node = Node('Separate Color', {'Color': color}, mode=mode)
        return node

    @classmethod
    def separate_xyz(cls, vector: Vector = None):
        """ > Node Separate XYZ

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)


        Returns
        -------
        Float
            peer sockets: y_ (Float), z_ (Float)

        """
        node = Node('Separate XYZ', {'Vector': vector})
        return node

    @classmethod
    def shader_to_rgb(cls, shader: Shader = None):
        """ > Node Shader to RGB

        Parameters
        ----------
        shader : Shader, optional
            socket 'Shader' (id: Shader)


        Returns
        -------
        Color
            peer sockets: alpha_ (Float)

        """
        node = Node('Shader to RGB', {'Shader': shader})
        return node._out

    @classmethod
    def subsurface_scattering(cls,
                    color: Color = None,
                    scale: Float = None,
                    radius: Vector = None,
                    ior: Float = None,
                    roughness: Float = None,
                    anisotropy: Float = None,
                    normal: Vector = None,
                    weight: Float = None,
                    falloff: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK'):
        """ > Node Subsurface Scattering

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        radius : Vector, optional
            socket 'Radius' (id: Radius)

        ior : Float, optional
            socket 'IOR' (id: IOR)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        anisotropy : Float, optional
            socket 'Anisotropy' (id: Anisotropy)

        normal : Vector, optional
            socket 'Normal' (id: Normal)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        falloff : Literal['Christensen-Burley', 'Random Walk', 'Random Walk (Skin)']
            parameter `falloff`


        Returns
        -------
        Shader
        """
        utils.check_enum_arg('Subsurface Scattering', 'falloff', falloff, 'subsurface_scattering', ('BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'))
        node = Node('Subsurface Scattering', {'Color': color, 'Scale': scale, 'Radius': radius, 'IOR': ior, 'Roughness': roughness, 'Anisotropy': anisotropy, 'Normal': normal, 'Weight': weight}, falloff=falloff)
        return node._out

    @classmethod
    def tangent(cls,
                    axis: Literal['X', 'Y', 'Z'] = 'Z',
                    direction_type: Literal['RADIAL', 'UV_MAP'] = 'RADIAL',
                    uv_map = ''):
        """ > Node Tangent

        Parameters
        ----------
        axis : Literal['X', 'Y', 'Z']
            parameter `axis`

        direction_type : Literal['Radial', 'UV Map']
            parameter `direction_type`

        uv_map : str
            parameter `uv_map`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Tangent', 'axis', axis, 'tangent', ('X', 'Y', 'Z'))
        utils.check_enum_arg('Tangent', 'direction_type', direction_type, 'tangent', ('RADIAL', 'UV_MAP'))
        node = Node('Tangent', axis=axis, direction_type=direction_type, uv_map=uv_map)
        return node._out

    @classmethod
    def brick_texture(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    mortar: Color = None,
                    scale: Float = None,
                    mortar_size: Float = None,
                    mortar_smooth: Float = None,
                    bias: Float = None,
                    brick_width: Float = None,
                    row_height: Float = None,
                    offset = 0.5,
                    offset_frequency = 2,
                    squash = 1.0,
                    squash_frequency = 2):
        """ > Node Brick Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        color1 : Color, optional
            socket 'Color1' (id: Color1)

        color2 : Color, optional
            socket 'Color2' (id: Color2)

        mortar : Color, optional
            socket 'Mortar' (id: Mortar)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        mortar_size : Float, optional
            socket 'Mortar Size' (id: Mortar Size)

        mortar_smooth : Float, optional
            socket 'Mortar Smooth' (id: Mortar Smooth)

        bias : Float, optional
            socket 'Bias' (id: Bias)

        brick_width : Float, optional
            socket 'Brick Width' (id: Brick Width)

        row_height : Float, optional
            socket 'Row Height' (id: Row Height)

        offset : float
            parameter `offset`

        offset_frequency : int
            parameter `offset_frequency`

        squash : float
            parameter `squash`

        squash_frequency : int
            parameter `squash_frequency`


        Returns
        -------
        Color
            peer sockets: factor_ (Float)

        """
        node = Node('Brick Texture', {'Vector': vector, 'Color1': color1, 'Color2': color2, 'Mortar': mortar, 'Scale': scale, 'Mortar Size': mortar_size, 'Mortar Smooth': mortar_smooth, 'Bias': bias, 'Brick Width': brick_width, 'Row Height': row_height}, offset=offset, offset_frequency=offset_frequency, squash=squash, squash_frequency=squash_frequency)
        return node._out

    @classmethod
    def checker_texture(cls,
                    vector: Vector = None,
                    color1: Color = None,
                    color2: Color = None,
                    scale: Float = None):
        """ > Node Checker Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        color1 : Color, optional
            socket 'Color1' (id: Color1)

        color2 : Color, optional
            socket 'Color2' (id: Color2)

        scale : Float, optional
            socket 'Scale' (id: Scale)


        Returns
        -------
        Color
            peer sockets: factor_ (Float)

        """
        node = Node('Checker Texture', {'Vector': vector, 'Color1': color1, 'Color2': color2, 'Scale': scale})
        return node._out

    @classmethod
    def texture_coordinate(cls, from_instancer = False, object = None):
        """ > Node Texture Coordinate

        Parameters
        ----------
        from_instancer : bool
            parameter `from_instancer`

        object : NoneType
            parameter `object`


        Returns
        -------
        Vector
            peer sockets: normal_ (Vector), uv_ (Vector), object_ (Vector), camera_ (Vector), window_ (Vector), reflection_ (Vector)

        """
        node = Node('Texture Coordinate', from_instancer=from_instancer, object=object)
        return node

    @classmethod
    def environment_texture(cls,
                    vector: Vector = None,
                    image = None,
                    interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                    projection: Literal['EQUIRECTANGULAR', 'MIRROR_BALL'] = 'EQUIRECTANGULAR'):
        """ > Node Environment Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        image : NoneType
            parameter `image`

        interpolation : Literal['Linear', 'Closest', 'Cubic', 'Smart']
            parameter `interpolation`

        projection : Literal['Equirectangular', 'Mirror Ball']
            parameter `projection`


        Returns
        -------
        Color
        """
        utils.check_enum_arg('Environment Texture', 'interpolation', interpolation, 'environment_texture', ('Linear', 'Closest', 'Cubic', 'Smart'))
        utils.check_enum_arg('Environment Texture', 'projection', projection, 'environment_texture', ('EQUIRECTANGULAR', 'MIRROR_BALL'))
        node = Node('Environment Texture', {'Vector': vector}, image=image, interpolation=interpolation, projection=projection)
        return node._out

    @classmethod
    def gabor_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    frequency: Float = None,
                    anisotropy: Float = None,
                    orientation: Float = None,
                    orientation_1: Vector = None,
                    gabor_type: Literal['2D', '3D'] = '2D'):
        """ > Node Gabor Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        frequency : Float, optional
            socket 'Frequency' (id: Frequency)

        anisotropy : Float, optional
            socket 'Anisotropy' (id: Anisotropy)

        orientation : Float, optional
            socket 'Orientation' (id: Orientation 2D)

        orientation_1 : Vector, optional
            socket 'Orientation' (id: Orientation 3D)

        gabor_type : Literal['2D', '3D']
            parameter `gabor_type`


        Returns
        -------
        Float
            peer sockets: phase_ (Float), intensity_ (Float)

        """
        utils.check_enum_arg('Gabor Texture', 'gabor_type', gabor_type, 'gabor_texture', ('2D', '3D'))
        node = Node('Gabor Texture', {'Vector': vector, 'Scale': scale, 'Frequency': frequency, 'Anisotropy': anisotropy, 'Orientation 2D': orientation, 'Orientation 3D': orientation_1}, gabor_type=gabor_type)
        return node._out

    @classmethod
    def gradient_texture(cls,
                    vector: Vector = None,
                    gradient_type: Literal['LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'] = 'LINEAR'):
        """ > Node Gradient Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        gradient_type : Literal['Linear', 'Quadratic', 'Easing', 'Diagonal', 'Spherical', 'Quadratic Sphere', 'Radial']
            parameter `gradient_type`


        Returns
        -------
        Color
            peer sockets: factor_ (Float)

        """
        utils.check_enum_arg('Gradient Texture', 'gradient_type', gradient_type, 'gradient_texture', ('LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'))
        node = Node('Gradient Texture', {'Vector': vector}, gradient_type=gradient_type)
        return node._out

    @classmethod
    def ies_texture(cls,
                    vector: Vector = None,
                    strength: Float = None,
                    filepath = '',
                    ies = None,
                    mode: Literal['INTERNAL', 'EXTERNAL'] = 'INTERNAL'):
        """ > Node IES Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        strength : Float, optional
            socket 'Strength' (id: Strength)

        filepath : str
            parameter `filepath`

        ies : NoneType
            parameter `ies`

        mode : Literal['Internal', 'External']
            parameter `mode`


        Returns
        -------
        Float
        """
        utils.check_enum_arg('IES Texture', 'mode', mode, 'ies_texture', ('INTERNAL', 'EXTERNAL'))
        node = Node('IES Texture', {'Vector': vector, 'Strength': strength}, filepath=filepath, ies=ies, mode=mode)
        return node._out

    @classmethod
    def image_texture(cls,
                    vector: Vector = None,
                    extension: Literal['REPEAT', 'EXTEND', 'CLIP', 'MIRROR'] = 'REPEAT',
                    image = None,
                    interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                    projection: Literal['FLAT', 'BOX', 'SPHERE', 'TUBE'] = 'FLAT',
                    projection_blend = 0.0):
        """ > Node Image Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        extension : Literal['Repeat', 'Extend', 'Clip', 'Mirror']
            parameter `extension`

        image : NoneType
            parameter `image`

        interpolation : Literal['Linear', 'Closest', 'Cubic', 'Smart']
            parameter `interpolation`

        projection : Literal['Flat', 'Box', 'Sphere', 'Tube']
            parameter `projection`

        projection_blend : float
            parameter `projection_blend`


        Returns
        -------
        Color
            peer sockets: alpha_ (Float)

        """
        utils.check_enum_arg('Image Texture', 'extension', extension, 'image_texture', ('REPEAT', 'EXTEND', 'CLIP', 'MIRROR'))
        utils.check_enum_arg('Image Texture', 'interpolation', interpolation, 'image_texture', ('Linear', 'Closest', 'Cubic', 'Smart'))
        utils.check_enum_arg('Image Texture', 'projection', projection, 'image_texture', ('FLAT', 'BOX', 'SPHERE', 'TUBE'))
        node = Node('Image Texture', {'Vector': vector}, extension=extension, image=image, interpolation=interpolation, projection=projection, projection_blend=projection_blend)
        return node._out

    @classmethod
    def magic_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    turbulence_depth = 2):
        """ > Node Magic Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        distortion : Float, optional
            socket 'Distortion' (id: Distortion)

        turbulence_depth : int
            parameter `turbulence_depth`


        Returns
        -------
        Color
            peer sockets: factor_ (Float)

        """
        node = Node('Magic Texture', {'Vector': vector, 'Scale': scale, 'Distortion': distortion}, turbulence_depth=turbulence_depth)
        return node._out

    @classmethod
    def noise_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    offset: Float = None,
                    gain: Float = None,
                    distortion: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D',
                    noise_type: Literal['MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'] = 'FBM',
                    normalize = True):
        """ > Node Noise Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        w : Float, optional
            socket 'W' (id: W)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        detail : Float, optional
            socket 'Detail' (id: Detail)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        lacunarity : Float, optional
            socket 'Lacunarity' (id: Lacunarity)

        offset : Float, optional
            socket 'Offset' (id: Offset)

        gain : Float, optional
            socket 'Gain' (id: Gain)

        distortion : Float, optional
            socket 'Distortion' (id: Distortion)

        noise_dimensions : Literal['1D', '2D', '3D', '4D']
            parameter `noise_dimensions`

        noise_type : Literal['Multifractal', 'Ridged Multifractal', 'Hybrid Multifractal', 'fBM', 'Hetero Terrain']
            parameter `noise_type`

        normalize : bool
            parameter `normalize`


        Returns
        -------
        Float
            peer sockets: color_ (Color)

        """
        utils.check_enum_arg('Noise Texture', 'noise_dimensions', noise_dimensions, 'noise_texture', ('1D', '2D', '3D', '4D'))
        utils.check_enum_arg('Noise Texture', 'noise_type', noise_type, 'noise_texture', ('MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'))
        node = Node('Noise Texture', {'Vector': vector, 'W': w, 'Scale': scale, 'Detail': detail, 'Roughness': roughness, 'Lacunarity': lacunarity, 'Offset': offset, 'Gain': gain, 'Distortion': distortion}, noise_dimensions=noise_dimensions, noise_type=noise_type, normalize=normalize)
        return node._out

    @classmethod
    def sky_texture(cls,
                    vector: Vector = None,
                    aerosol_density = 1.0,
                    air_density = 1.0,
                    altitude = 100.0,
                    ground_albedo = 0.30000001192092896,
                    ozone_density = 1.0,
                    sky_type: Literal['SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE'] = 'MULTIPLE_SCATTERING',
                    sun_disc = True,
                    sun_elevation = 0.2617993950843811,
                    sun_intensity = 1.0,
                    sun_rotation = 0.0,
                    sun_size = 0.009512044489383698,
                    turbidity = 2.200000047683716):
        """ > Node Sky Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        aerosol_density : float
            parameter `aerosol_density`

        air_density : float
            parameter `air_density`

        altitude : float
            parameter `altitude`

        ground_albedo : float
            parameter `ground_albedo`

        ozone_density : float
            parameter `ozone_density`

        sky_type : Literal['Single Scattering', 'Multiple Scattering', 'Preetham', 'Hosek / Wilkie']
            parameter `sky_type`

        sun_disc : bool
            parameter `sun_disc`

        sun_elevation : float
            parameter `sun_elevation`

        sun_intensity : float
            parameter `sun_intensity`

        sun_rotation : float
            parameter `sun_rotation`

        sun_size : float
            parameter `sun_size`

        turbidity : float
            parameter `turbidity`


        Returns
        -------
        Color
        """
        utils.check_enum_arg('Sky Texture', 'sky_type', sky_type, 'sky_texture', ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE'))
        node = Node('Sky Texture', {'Vector': vector}, aerosol_density=aerosol_density, air_density=air_density, altitude=altitude, ground_albedo=ground_albedo, ozone_density=ozone_density, sky_type=sky_type, sun_disc=sun_disc, sun_elevation=sun_elevation, sun_intensity=sun_intensity, sun_rotation=sun_rotation, sun_size=sun_size, turbidity=turbidity)
        return node._out

    @classmethod
    def voronoi_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    scale: Float = None,
                    detail: Float = None,
                    roughness: Float = None,
                    lacunarity: Float = None,
                    smoothness: Float = None,
                    exponent: Float = None,
                    randomness: Float = None,
                    distance: Literal['EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'] = 'EUCLIDEAN',
                    feature: Literal['F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'] = 'F1',
                    normalize = False,
                    voronoi_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D'):
        """ > Node Voronoi Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        w : Float, optional
            socket 'W' (id: W)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        detail : Float, optional
            socket 'Detail' (id: Detail)

        roughness : Float, optional
            socket 'Roughness' (id: Roughness)

        lacunarity : Float, optional
            socket 'Lacunarity' (id: Lacunarity)

        smoothness : Float, optional
            socket 'Smoothness' (id: Smoothness)

        exponent : Float, optional
            socket 'Exponent' (id: Exponent)

        randomness : Float, optional
            socket 'Randomness' (id: Randomness)

        distance : Literal['Euclidean', 'Manhattan', 'Chebychev', 'Minkowski']
            parameter `distance`

        feature : Literal['F1', 'F2', 'Smooth F1', 'Distance to Edge', 'N-Sphere Radius']
            parameter `feature`

        normalize : bool
            parameter `normalize`

        voronoi_dimensions : Literal['1D', '2D', '3D', '4D']
            parameter `voronoi_dimensions`


        Returns
        -------
        Float
            peer sockets: color_ (Color), position_ (Vector)

        """
        utils.check_enum_arg('Voronoi Texture', 'distance', distance, 'voronoi_texture', ('EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'))
        utils.check_enum_arg('Voronoi Texture', 'feature', feature, 'voronoi_texture', ('F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'))
        utils.check_enum_arg('Voronoi Texture', 'voronoi_dimensions', voronoi_dimensions, 'voronoi_texture', ('1D', '2D', '3D', '4D'))
        node = Node('Voronoi Texture', {'Vector': vector, 'W': w, 'Scale': scale, 'Detail': detail, 'Roughness': roughness, 'Lacunarity': lacunarity, 'Smoothness': smoothness, 'Exponent': exponent, 'Randomness': randomness}, distance=distance, feature=feature, normalize=normalize, voronoi_dimensions=voronoi_dimensions)
        return node._out

    @classmethod
    def wave_texture(cls,
                    vector: Vector = None,
                    scale: Float = None,
                    distortion: Float = None,
                    detail: Float = None,
                    detail_scale: Float = None,
                    detail_roughness: Float = None,
                    phase_offset: Float = None,
                    bands_direction: Literal['X', 'Y', 'Z', 'DIAGONAL'] = 'X',
                    rings_direction: Literal['X', 'Y', 'Z', 'SPHERICAL'] = 'X',
                    wave_profile: Literal['SIN', 'SAW', 'TRI'] = 'SIN',
                    wave_type: Literal['BANDS', 'RINGS'] = 'BANDS'):
        """ > Node Wave Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        distortion : Float, optional
            socket 'Distortion' (id: Distortion)

        detail : Float, optional
            socket 'Detail' (id: Detail)

        detail_scale : Float, optional
            socket 'Detail Scale' (id: Detail Scale)

        detail_roughness : Float, optional
            socket 'Detail Roughness' (id: Detail Roughness)

        phase_offset : Float, optional
            socket 'Phase Offset' (id: Phase Offset)

        bands_direction : Literal['X', 'Y', 'Z', 'Diagonal']
            parameter `bands_direction`

        rings_direction : Literal['X', 'Y', 'Z', 'Spherical']
            parameter `rings_direction`

        wave_profile : Literal['Sine', 'Saw', 'Triangle']
            parameter `wave_profile`

        wave_type : Literal['Bands', 'Rings']
            parameter `wave_type`


        Returns
        -------
        Color
            peer sockets: factor_ (Float)

        """
        utils.check_enum_arg('Wave Texture', 'bands_direction', bands_direction, 'wave_texture', ('X', 'Y', 'Z', 'DIAGONAL'))
        utils.check_enum_arg('Wave Texture', 'rings_direction', rings_direction, 'wave_texture', ('X', 'Y', 'Z', 'SPHERICAL'))
        utils.check_enum_arg('Wave Texture', 'wave_profile', wave_profile, 'wave_texture', ('SIN', 'SAW', 'TRI'))
        utils.check_enum_arg('Wave Texture', 'wave_type', wave_type, 'wave_texture', ('BANDS', 'RINGS'))
        node = Node('Wave Texture', {'Vector': vector, 'Scale': scale, 'Distortion': distortion, 'Detail': detail, 'Detail Scale': detail_scale, 'Detail Roughness': detail_roughness, 'Phase Offset': phase_offset}, bands_direction=bands_direction, rings_direction=rings_direction, wave_profile=wave_profile, wave_type=wave_type)
        return node._out

    @classmethod
    def white_noise_texture(cls,
                    vector: Vector = None,
                    w: Float = None,
                    noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D'):
        """ > Node White Noise Texture

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        w : Float, optional
            socket 'W' (id: W)

        noise_dimensions : Literal['1D', '2D', '3D', '4D']
            parameter `noise_dimensions`


        Returns
        -------
        Float
            peer sockets: color_ (Color)

        """
        utils.check_enum_arg('White Noise Texture', 'noise_dimensions', noise_dimensions, 'white_noise_texture', ('1D', '2D', '3D', '4D'))
        node = Node('White Noise Texture', {'Vector': vector, 'W': w}, noise_dimensions=noise_dimensions)
        return node._out

    @classmethod
    def uv_along_stroke(cls, use_tips = False):
        """ > Node UV Along Stroke

        Parameters
        ----------
        use_tips : bool
            parameter `use_tips`


        Returns
        -------
        Vector
        """
        node = Node('UV Along Stroke', use_tips=use_tips)
        return node._out

    @classmethod
    def uv_map(cls, from_instancer = False, uv_map = ''):
        """ > Node UV Map

        Parameters
        ----------
        from_instancer : bool
            parameter `from_instancer`

        uv_map : str
            parameter `uv_map`


        Returns
        -------
        Vector
        """
        node = Node('UV Map', from_instancer=from_instancer, uv_map=uv_map)
        return node._out

    @classmethod
    def color_ramp(cls, fac=None, stops=None, interpolation='LINEAR'):
        """ Node Color Ramp

        Exposes utilities to manage the color ramp

        ``` python
        ramp1 = Float(.5).color_ramp(stops=[.1, .9])
        ramp2 = ColorRamp(.5, stops=[(.1, (1, 0, 0)), (.5, 1), (.9, (0, 0, 1))])
        ```

        Parameters
        ----------
        fac : Float, optional

        stops : list[tuple[float, tuple]]
            Stops made of (float, color as tuple of floats)

        interpolation : {'EASE', 'CARDINAL', 'LINEAR', 'B_SPLINE', 'CONSTANT'}

        """
        node = ColorRamp(fac=fac, stops=stops, interpolation=interpolation)
        return node._out

    @utils.classproperty
    def value(self):
        """ > Node Value

        Returns
        -------
        Float
        """
        node = Node('Value', )
        return node._out

    @classmethod
    def vector_curves(cls, vector: Vector = None, factor: Float = None):
        """ > Node Vector Curves

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        factor : Float, optional
            socket 'Factor' (id: Fac)


        Returns
        -------
        Vector
        """
        node = NodeCurves('Vector Curves', {'Vector': vector, 'Fac': factor})
        return node._out

    @classmethod
    def vector_displacement(cls,
                    vector: Color = None,
                    midlevel: Float = None,
                    scale: Float = None,
                    space: Literal['TANGENT', 'OBJECT', 'WORLD'] = 'TANGENT'):
        """ > Node Vector Displacement

        Parameters
        ----------
        vector : Color, optional
            socket 'Vector' (id: Vector)

        midlevel : Float, optional
            socket 'Midlevel' (id: Midlevel)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        space : Literal['Tangent Space', 'Object Space', 'World Space']
            parameter `space`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Vector Displacement', 'space', space, 'vector_displacement', ('TANGENT', 'OBJECT', 'WORLD'))
        node = Node('Vector Displacement', {'Vector': vector, 'Midlevel': midlevel, 'Scale': scale}, space=space)
        return node._out

    @classmethod
    def vector_math(cls,
                    vector: Vector = None,
                    vector_1: Vector = None,
                    vector_2: Vector = None,
                    scale: Float = None,
                    operation: Literal['ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'CROSS_PRODUCT', 'PROJECT', 'REFLECT', 'REFRACT', 'FACEFORWARD', 'DOT_PRODUCT', 'DISTANCE', 'LENGTH', 'SCALE', 'NORMALIZE', 'ABSOLUTE', 'POWER', 'SIGN', 'MINIMUM', 'MAXIMUM', 'ROUND', 'FLOOR', 'CEIL', 'FRACTION', 'MODULO', 'WRAP', 'SNAP', 'SINE', 'COSINE', 'TANGENT'] = 'ADD'):
        """ > Node Vector Math

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        vector_1 : Vector, optional
            socket 'Vector' (id: Vector_001)

        vector_2 : Vector, optional
            socket 'Vector' (id: Vector_002)

        scale : Float, optional
            socket 'Scale' (id: Scale)

        operation : Literal['Add', 'Subtract', 'Multiply', 'Divide', 'Multiply Add', 'Cross Product', 'Project', 'Reflect', 'Refract', 'Faceforward', 'Dot Product', 'Distance', 'Length', 'Scale', 'Normalize', 'Absolute', 'Power', 'Sign', 'Minimum', 'Maximum', 'Round', 'Floor', 'Ceil', 'Fraction', 'Modulo', 'Wrap', 'Snap', 'Sine', 'Cosine', 'Tangent']
            parameter `operation`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Vector Math', 'operation', operation, 'vector_math', ('ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'CROSS_PRODUCT', 'PROJECT', 'REFLECT', 'REFRACT', 'FACEFORWARD', 'DOT_PRODUCT', 'DISTANCE', 'LENGTH', 'SCALE', 'NORMALIZE', 'ABSOLUTE', 'POWER', 'SIGN', 'MINIMUM', 'MAXIMUM', 'ROUND', 'FLOOR', 'CEIL', 'FRACTION', 'MODULO', 'WRAP', 'SNAP', 'SINE', 'COSINE', 'TANGENT'))
        node = Node('Vector Math', {'Vector': vector, 'Vector_001': vector_1, 'Vector_002': vector_2, 'Scale': scale}, operation=operation)
        return node._out

    @classmethod
    def vector_rotate(cls,
                    vector: Vector = None,
                    center: Vector = None,
                    axis: Vector = None,
                    angle: Float = None,
                    rotation: Vector = None,
                    invert = False,
                    rotation_type: Literal['AXIS_ANGLE', 'X_AXIS', 'Y_AXIS', 'Z_AXIS', 'EULER_XYZ'] = 'AXIS_ANGLE'):
        """ > Node Vector Rotate

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        center : Vector, optional
            socket 'Center' (id: Center)

        axis : Vector, optional
            socket 'Axis' (id: Axis)

        angle : Float, optional
            socket 'Angle' (id: Angle)

        rotation : Vector, optional
            socket 'Rotation' (id: Rotation)

        invert : bool
            parameter `invert`

        rotation_type : Literal['Axis Angle', 'X Axis', 'Y Axis', 'Z Axis', 'Euler']
            parameter `rotation_type`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Vector Rotate', 'rotation_type', rotation_type, 'vector_rotate', ('AXIS_ANGLE', 'X_AXIS', 'Y_AXIS', 'Z_AXIS', 'EULER_XYZ'))
        node = Node('Vector Rotate', {'Vector': vector, 'Center': center, 'Axis': axis, 'Angle': angle, 'Rotation': rotation}, invert=invert, rotation_type=rotation_type)
        return node._out

    @classmethod
    def vector_transform(cls,
                    vector: Vector = None,
                    convert_from: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'WORLD',
                    convert_to: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'OBJECT',
                    vector_type: Literal['POINT', 'VECTOR', 'NORMAL'] = 'VECTOR'):
        """ > Node Vector Transform

        Parameters
        ----------
        vector : Vector, optional
            socket 'Vector' (id: Vector)

        convert_from : Literal['World', 'Object', 'Camera']
            parameter `convert_from`

        convert_to : Literal['World', 'Object', 'Camera']
            parameter `convert_to`

        vector_type : Literal['Point', 'Vector', 'Normal']
            parameter `vector_type`


        Returns
        -------
        Vector
        """
        utils.check_enum_arg('Vector Transform', 'convert_from', convert_from, 'vector_transform', ('WORLD', 'OBJECT', 'CAMERA'))
        utils.check_enum_arg('Vector Transform', 'convert_to', convert_to, 'vector_transform', ('WORLD', 'OBJECT', 'CAMERA'))
        utils.check_enum_arg('Vector Transform', 'vector_type', vector_type, 'vector_transform', ('POINT', 'VECTOR', 'NORMAL'))
        node = Node('Vector Transform', {'Vector': vector}, convert_from=convert_from, convert_to=convert_to, vector_type=vector_type)
        return node._out

    @classmethod
    def color_attribute(cls, layer_name = ''):
        """ > Node Color Attribute

        Parameters
        ----------
        layer_name : str
            parameter `layer_name`


        Returns
        -------
        Color
            peer sockets: alpha_ (Float)

        """
        node = Node('Color Attribute', layer_name=layer_name)
        return node

    @classmethod
    def volume_absorption(cls, color: Color = None, density: Float = None, weight: Float = None):
        """ > Node Volume Absorption

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        density : Float, optional
            socket 'Density' (id: Density)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        VolumeShader
        """
        node = Node('Volume Absorption', {'Color': color, 'Density': density, 'Weight': weight})
        return node._out

    @classmethod
    def volume_coefficients(cls,
                    weight: Float = None,
                    absorption_coefficients: Vector = None,
                    scatter_coefficients: Vector = None,
                    anisotropy: Float = None,
                    ior: Float = None,
                    backscatter: Float = None,
                    alpha: Float = None,
                    diameter: Float = None,
                    emission_coefficients: Vector = None,
                    phase: Literal['HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'] = 'HENYEY_GREENSTEIN'):
        """ > Node Volume Coefficients

        Parameters
        ----------
        weight : Float, optional
            socket 'Weight' (id: Weight)

        absorption_coefficients : Vector, optional
            socket 'Absorption Coefficients' (id: Absorption Coefficients)

        scatter_coefficients : Vector, optional
            socket 'Scatter Coefficients' (id: Scatter Coefficients)

        anisotropy : Float, optional
            socket 'Anisotropy' (id: Anisotropy)

        ior : Float, optional
            socket 'IOR' (id: IOR)

        backscatter : Float, optional
            socket 'Backscatter' (id: Backscatter)

        alpha : Float, optional
            socket 'Alpha' (id: Alpha)

        diameter : Float, optional
            socket 'Diameter' (id: Diameter)

        emission_coefficients : Vector, optional
            socket 'Emission Coefficients' (id: Emission Coefficients)

        phase : Literal['Henyey-Greenstein', 'Fournier-Forand', 'Draine', 'Rayleigh', 'Mie']
            parameter `phase`


        Returns
        -------
        VolumeShader
        """
        utils.check_enum_arg('Volume Coefficients', 'phase', phase, 'volume_coefficients', ('HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'))
        node = Node('Volume Coefficients', {'Weight': weight, 'Absorption Coefficients': absorption_coefficients, 'Scatter Coefficients': scatter_coefficients, 'Anisotropy': anisotropy, 'IOR': ior, 'Backscatter': backscatter, 'Alpha': alpha, 'Diameter': diameter, 'Emission Coefficients': emission_coefficients}, phase=phase)
        return node._out

    @classmethod
    def volume_info(cls):
        """ > Node Volume Info

        Returns
        -------
        Color
            peer sockets: density_ (Float), flame_ (Float), temperature_ (Float)

        """
        node = Node('Volume Info', )
        return node

    @classmethod
    def principled_volume(cls,
                    color: Color = None,
                    color_attribute: String = None,
                    density: Float = None,
                    density_attribute: String = None,
                    anisotropy: Float = None,
                    absorption_color: Color = None,
                    emission_strength: Float = None,
                    emission_color: Color = None,
                    blackbody_intensity: Float = None,
                    blackbody_tint: Color = None,
                    temperature: Float = None,
                    temperature_attribute: String = None,
                    weight: Float = None):
        """ > Node Principled Volume

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        color_attribute : String, optional
            socket 'Color Attribute' (id: Color Attribute)

        density : Float, optional
            socket 'Density' (id: Density)

        density_attribute : String, optional
            socket 'Density Attribute' (id: Density Attribute)

        anisotropy : Float, optional
            socket 'Anisotropy' (id: Anisotropy)

        absorption_color : Color, optional
            socket 'Absorption Color' (id: Absorption Color)

        emission_strength : Float, optional
            socket 'Emission Strength' (id: Emission Strength)

        emission_color : Color, optional
            socket 'Emission Color' (id: Emission Color)

        blackbody_intensity : Float, optional
            socket 'Blackbody Intensity' (id: Blackbody Intensity)

        blackbody_tint : Color, optional
            socket 'Blackbody Tint' (id: Blackbody Tint)

        temperature : Float, optional
            socket 'Temperature' (id: Temperature)

        temperature_attribute : String, optional
            socket 'Temperature Attribute' (id: Temperature Attribute)

        weight : Float, optional
            socket 'Weight' (id: Weight)


        Returns
        -------
        VolumeShader
        """
        node = Node('Principled Volume', {'Color': color, 'Color Attribute': color_attribute, 'Density': density, 'Density Attribute': density_attribute, 'Anisotropy': anisotropy, 'Absorption Color': absorption_color, 'Emission Strength': emission_strength, 'Emission Color': emission_color, 'Blackbody Intensity': blackbody_intensity, 'Blackbody Tint': blackbody_tint, 'Temperature': temperature, 'Temperature Attribute': temperature_attribute, 'Weight': weight})
        return node._out

    @classmethod
    def volume_scatter(cls,
                    color: Color = None,
                    density: Float = None,
                    anisotropy: Float = None,
                    ior: Float = None,
                    backscatter: Float = None,
                    alpha: Float = None,
                    diameter: Float = None,
                    weight: Float = None,
                    phase: Literal['HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'] = 'HENYEY_GREENSTEIN'):
        """ > Node Volume Scatter

        Parameters
        ----------
        color : Color, optional
            socket 'Color' (id: Color)

        density : Float, optional
            socket 'Density' (id: Density)

        anisotropy : Float, optional
            socket 'Anisotropy' (id: Anisotropy)

        ior : Float, optional
            socket 'IOR' (id: IOR)

        backscatter : Float, optional
            socket 'Backscatter' (id: Backscatter)

        alpha : Float, optional
            socket 'Alpha' (id: Alpha)

        diameter : Float, optional
            socket 'Diameter' (id: Diameter)

        weight : Float, optional
            socket 'Weight' (id: Weight)

        phase : Literal['Henyey-Greenstein', 'Fournier-Forand', 'Draine', 'Rayleigh', 'Mie']
            parameter `phase`


        Returns
        -------
        VolumeShader
        """
        utils.check_enum_arg('Volume Scatter', 'phase', phase, 'volume_scatter', ('HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'))
        node = Node('Volume Scatter', {'Color': color, 'Density': density, 'Anisotropy': anisotropy, 'IOR': ior, 'Backscatter': backscatter, 'Alpha': alpha, 'Diameter': diameter, 'Weight': weight}, phase=phase)
        return node._out

    @classmethod
    def wavelength(cls, wavelength: Float = None):
        """ > Node Wavelength

        Parameters
        ----------
        wavelength : Float, optional
            socket 'Wavelength' (id: Wavelength)


        Returns
        -------
        Color
        """
        node = Node('Wavelength', {'Wavelength': wavelength})
        return node._out

    @classmethod
    def wireframe(cls, size: Float = None, use_pixel_size = False):
        """ > Node Wireframe

        Parameters
        ----------
        size : Float, optional
            socket 'Size' (id: Size)

        use_pixel_size : bool
            parameter `use_pixel_size`


        Returns
        -------
        Float
        """
        node = Node('Wireframe', {'Size': size}, use_pixel_size=use_pixel_size)
        return node._out

add_shader(shader=None, shader_1=None) classmethod

Node Add Shader

Parameters:

Name Type Description Default
shader Shader

socket 'Shader' (id: Shader)

None
shader_1 Shader

socket 'Shader' (id: Shader_001)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def add_shader(cls, shader: Shader = None, shader_1: Shader = None):
    """ > Node Add Shader

    Parameters
    ----------
    shader : Shader, optional
        socket 'Shader' (id: Shader)

    shader_1 : Shader, optional
        socket 'Shader' (id: Shader_001)


    Returns
    -------
    Shader
    """
    node = Node('Add Shader', {'Shader': shader, 'Shader_001': shader_1})
    return node._out

ambient_occlusion(color=None, distance=None, normal=None, inside=False, only_local=False, samples=16) classmethod

Node Ambient Occlusion

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
distance Float

socket 'Distance' (id: Distance)

None
normal Vector

socket 'Normal' (id: Normal)

None
inside bool

parameter inside

False
only_local bool

parameter only_local

False
samples int

parameter samples

16

Returns:

Type Description
Color

peer sockets: ao_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def ambient_occlusion(cls,
                color: Color = None,
                distance: Float = None,
                normal: Vector = None,
                inside = False,
                only_local = False,
                samples = 16):
    """ > Node Ambient Occlusion

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    distance : Float, optional
        socket 'Distance' (id: Distance)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    inside : bool
        parameter `inside`

    only_local : bool
        parameter `only_local`

    samples : int
        parameter `samples`


    Returns
    -------
    Color
        peer sockets: ao_ (Float)

    """
    node = Node('Ambient Occlusion', {'Color': color, 'Distance': distance, 'Normal': normal}, inside=inside, only_local=only_local, samples=samples)
    return node._out

aov_output(color=None, value=None, aov_name='') classmethod

Node AOV Output

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
value Float

socket 'Value' (id: Value)

None
aov_name str

parameter aov_name

''

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def aov_output(cls, color: Color = None, value: Float = None, aov_name = ''):
    """ > Node AOV Output

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    value : Float, optional
        socket 'Value' (id: Value)

    aov_name : str
        parameter `aov_name`


    Returns
    -------
    None
    """
    node = Node('AOV Output', {'Color': color, 'Value': value}, aov_name=aov_name)
    return node._out

attribute(attribute_name='', attribute_type='GEOMETRY') classmethod

Node Attribute

Parameters:

Name Type Description Default
attribute_name str

parameter attribute_name

''
attribute_type Literal['Geometry', 'Object', 'Instancer', 'View Layer']

parameter attribute_type

'GEOMETRY'

Returns:

Type Description
Color

peer sockets: vector_ (Vector), factor_ (Float), alpha_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def attribute(cls,
                attribute_name = '',
                attribute_type: Literal['GEOMETRY', 'OBJECT', 'INSTANCER', 'VIEW_LAYER'] = 'GEOMETRY'):
    """ > Node Attribute

    Parameters
    ----------
    attribute_name : str
        parameter `attribute_name`

    attribute_type : Literal['Geometry', 'Object', 'Instancer', 'View Layer']
        parameter `attribute_type`


    Returns
    -------
    Color
        peer sockets: vector_ (Vector), factor_ (Float), alpha_ (Float)

    """
    utils.check_enum_arg('Attribute', 'attribute_type', attribute_type, 'attribute', ('GEOMETRY', 'OBJECT', 'INSTANCER', 'VIEW_LAYER'))
    node = Node('Attribute', attribute_name=attribute_name, attribute_type=attribute_type)
    return node

background(color=None, strength=None, weight=None) classmethod

Node Background

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
strength Float

socket 'Strength' (id: Strength)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def background(cls, color: Color = None, strength: Float = None, weight: Float = None):
    """ > Node Background

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    strength : Float, optional
        socket 'Strength' (id: Strength)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Background', {'Color': color, 'Strength': strength, 'Weight': weight})
    return node._out

bevel(radius=None, normal=None, samples=4) classmethod

Node Bevel

Parameters:

Name Type Description Default
radius Float

socket 'Radius' (id: Radius)

None
normal Vector

socket 'Normal' (id: Normal)

None
samples int

parameter samples

4

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def bevel(cls, radius: Float = None, normal: Vector = None, samples = 4):
    """ > Node Bevel

    Parameters
    ----------
    radius : Float, optional
        socket 'Radius' (id: Radius)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    samples : int
        parameter `samples`


    Returns
    -------
    Vector
    """
    node = Node('Bevel', {'Radius': radius, 'Normal': normal}, samples=samples)
    return node._out

blackbody(temperature=None) classmethod

Node Blackbody

Parameters:

Name Type Description Default
temperature Float

socket 'Temperature' (id: Temperature)

None

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def blackbody(cls, temperature: Float = None):
    """ > Node Blackbody

    Parameters
    ----------
    temperature : Float, optional
        socket 'Temperature' (id: Temperature)


    Returns
    -------
    Color
    """
    node = Node('Blackbody', {'Temperature': temperature})
    return node._out

brick_texture(vector=None, color1=None, color2=None, mortar=None, scale=None, mortar_size=None, mortar_smooth=None, bias=None, brick_width=None, row_height=None, offset=0.5, offset_frequency=2, squash=1.0, squash_frequency=2) classmethod

Node Brick Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
color1 Color

socket 'Color1' (id: Color1)

None
color2 Color

socket 'Color2' (id: Color2)

None
mortar Color

socket 'Mortar' (id: Mortar)

None
scale Float

socket 'Scale' (id: Scale)

None
mortar_size Float

socket 'Mortar Size' (id: Mortar Size)

None
mortar_smooth Float

socket 'Mortar Smooth' (id: Mortar Smooth)

None
bias Float

socket 'Bias' (id: Bias)

None
brick_width Float

socket 'Brick Width' (id: Brick Width)

None
row_height Float

socket 'Row Height' (id: Row Height)

None
offset float

parameter offset

0.5
offset_frequency int

parameter offset_frequency

2
squash float

parameter squash

1.0
squash_frequency int

parameter squash_frequency

2

Returns:

Type Description
Color

peer sockets: factor_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def brick_texture(cls,
                vector: Vector = None,
                color1: Color = None,
                color2: Color = None,
                mortar: Color = None,
                scale: Float = None,
                mortar_size: Float = None,
                mortar_smooth: Float = None,
                bias: Float = None,
                brick_width: Float = None,
                row_height: Float = None,
                offset = 0.5,
                offset_frequency = 2,
                squash = 1.0,
                squash_frequency = 2):
    """ > Node Brick Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    color1 : Color, optional
        socket 'Color1' (id: Color1)

    color2 : Color, optional
        socket 'Color2' (id: Color2)

    mortar : Color, optional
        socket 'Mortar' (id: Mortar)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    mortar_size : Float, optional
        socket 'Mortar Size' (id: Mortar Size)

    mortar_smooth : Float, optional
        socket 'Mortar Smooth' (id: Mortar Smooth)

    bias : Float, optional
        socket 'Bias' (id: Bias)

    brick_width : Float, optional
        socket 'Brick Width' (id: Brick Width)

    row_height : Float, optional
        socket 'Row Height' (id: Row Height)

    offset : float
        parameter `offset`

    offset_frequency : int
        parameter `offset_frequency`

    squash : float
        parameter `squash`

    squash_frequency : int
        parameter `squash_frequency`


    Returns
    -------
    Color
        peer sockets: factor_ (Float)

    """
    node = Node('Brick Texture', {'Vector': vector, 'Color1': color1, 'Color2': color2, 'Mortar': mortar, 'Scale': scale, 'Mortar Size': mortar_size, 'Mortar Smooth': mortar_smooth, 'Bias': bias, 'Brick Width': brick_width, 'Row Height': row_height}, offset=offset, offset_frequency=offset_frequency, squash=squash, squash_frequency=squash_frequency)
    return node._out

brightness_contrast(color=None, brightness=None, contrast=None) classmethod

Node Brightness/Contrast

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
brightness Float

socket 'Brightness' (id: Bright)

None
contrast Float

socket 'Contrast' (id: Contrast)

None

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def brightness_contrast(cls, color: Color = None, brightness: Float = None, contrast: Float = None):
    """ > Node Brightness/Contrast

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    brightness : Float, optional
        socket 'Brightness' (id: Bright)

    contrast : Float, optional
        socket 'Contrast' (id: Contrast)


    Returns
    -------
    Color
    """
    node = Node('Brightness/Contrast', {'Color': color, 'Bright': brightness, 'Contrast': contrast})
    return node._out

bump(strength=None, distance=None, filter_width=None, height=None, normal=None, invert=False) classmethod

Node Bump

Parameters:

Name Type Description Default
strength Float

socket 'Strength' (id: Strength)

None
distance Float

socket 'Distance' (id: Distance)

None
filter_width Float

socket 'Filter Width' (id: Filter Width)

None
height Float

socket 'Height' (id: Height)

None
normal Vector

socket 'Normal' (id: Normal)

None
invert bool

parameter invert

False

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def bump(cls,
                strength: Float = None,
                distance: Float = None,
                filter_width: Float = None,
                height: Float = None,
                normal: Vector = None,
                invert = False):
    """ > Node Bump

    Parameters
    ----------
    strength : Float, optional
        socket 'Strength' (id: Strength)

    distance : Float, optional
        socket 'Distance' (id: Distance)

    filter_width : Float, optional
        socket 'Filter Width' (id: Filter Width)

    height : Float, optional
        socket 'Height' (id: Height)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    invert : bool
        parameter `invert`


    Returns
    -------
    Vector
    """
    node = Node('Bump', {'Strength': strength, 'Distance': distance, 'Filter Width': filter_width, 'Height': height, 'Normal': normal}, invert=invert)
    return node._out

camera_data() classmethod

Node Camera Data

Returns:

Type Description
Vector

peer sockets: view_z_depth_ (Float), view_distance_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def camera_data(cls):
    """ > Node Camera Data

    Returns
    -------
    Vector
        peer sockets: view_z_depth_ (Float), view_distance_ (Float)

    """
    node = Node('Camera Data', )
    return node

checker_texture(vector=None, color1=None, color2=None, scale=None) classmethod

Node Checker Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
color1 Color

socket 'Color1' (id: Color1)

None
color2 Color

socket 'Color2' (id: Color2)

None
scale Float

socket 'Scale' (id: Scale)

None

Returns:

Type Description
Color

peer sockets: factor_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def checker_texture(cls,
                vector: Vector = None,
                color1: Color = None,
                color2: Color = None,
                scale: Float = None):
    """ > Node Checker Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    color1 : Color, optional
        socket 'Color1' (id: Color1)

    color2 : Color, optional
        socket 'Color2' (id: Color2)

    scale : Float, optional
        socket 'Scale' (id: Scale)


    Returns
    -------
    Color
        peer sockets: factor_ (Float)

    """
    node = Node('Checker Texture', {'Vector': vector, 'Color1': color1, 'Color2': color2, 'Scale': scale})
    return node._out

clamp(value=None, min=None, max=None, clamp_type='MINMAX') classmethod

Node Clamp

Parameters:

Name Type Description Default
value Float

socket 'Value' (id: Value)

None
min Float

socket 'Min' (id: Min)

None
max Float

socket 'Max' (id: Max)

None
clamp_type Literal['Min Max', 'Range']

parameter clamp_type

'MINMAX'

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def clamp(cls,
                value: Float = None,
                min: Float = None,
                max: Float = None,
                clamp_type: Literal['MINMAX', 'RANGE'] = 'MINMAX'):
    """ > Node Clamp

    Parameters
    ----------
    value : Float, optional
        socket 'Value' (id: Value)

    min : Float, optional
        socket 'Min' (id: Min)

    max : Float, optional
        socket 'Max' (id: Max)

    clamp_type : Literal['Min Max', 'Range']
        parameter `clamp_type`


    Returns
    -------
    Float
    """
    utils.check_enum_arg('Clamp', 'clamp_type', clamp_type, 'clamp', ('MINMAX', 'RANGE'))
    node = Node('Clamp', {'Value': value, 'Min': min, 'Max': max}, clamp_type=clamp_type)
    return node._out

closure_input()

Node Closure Input

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@utils.classproperty
def closure_input(self):
    """ > Node Closure Input

    Returns
    -------
    None
    """
    node = Node('Closure Input', )
    return node._out

closure_output(active_input_index=0, active_output_index=0, define_signature=False) classmethod

Node Closure Output

Parameters:

Name Type Description Default
active_input_index int

parameter active_input_index

0
active_output_index int

parameter active_output_index

0
define_signature bool

parameter define_signature

False

Returns:

Type Description
Closure
Source code in core/generated/static_snd.py
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@classmethod
def closure_output(cls, active_input_index = 0, active_output_index = 0, define_signature = False):
    """ > Node Closure Output

    Parameters
    ----------
    active_input_index : int
        parameter `active_input_index`

    active_output_index : int
        parameter `active_output_index`

    define_signature : bool
        parameter `define_signature`


    Returns
    -------
    Closure
    """
    node = Node('Closure Output', active_input_index=active_input_index, active_output_index=active_output_index, define_signature=define_signature)
    return node._out

color()

Node Color

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@utils.classproperty
def color(self):
    """ > Node Color

    Returns
    -------
    Color
    """
    node = Node('Color', )
    return node._out

color_attribute(layer_name='') classmethod

Node Color Attribute

Parameters:

Name Type Description Default
layer_name str

parameter layer_name

''

Returns:

Type Description
Color

peer sockets: alpha_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def color_attribute(cls, layer_name = ''):
    """ > Node Color Attribute

    Parameters
    ----------
    layer_name : str
        parameter `layer_name`


    Returns
    -------
    Color
        peer sockets: alpha_ (Float)

    """
    node = Node('Color Attribute', layer_name=layer_name)
    return node

color_ramp(fac=None, stops=None, interpolation='LINEAR') classmethod

Node Color Ramp

Exposes utilities to manage the color ramp

ramp1 = Float(.5).color_ramp(stops=[.1, .9])
ramp2 = ColorRamp(.5, stops=[(.1, (1, 0, 0)), (.5, 1), (.9, (0, 0, 1))])

Parameters:

Name Type Description Default
fac Float
None
stops list[tuple[float, tuple]]

Stops made of (float, color as tuple of floats)

None
interpolation ('EASE', 'CARDINAL', 'LINEAR', 'B_SPLINE', 'CONSTANT')
'EASE'
Source code in core/generated/static_snd.py
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@classmethod
def color_ramp(cls, fac=None, stops=None, interpolation='LINEAR'):
    """ Node Color Ramp

    Exposes utilities to manage the color ramp

    ``` python
    ramp1 = Float(.5).color_ramp(stops=[.1, .9])
    ramp2 = ColorRamp(.5, stops=[(.1, (1, 0, 0)), (.5, 1), (.9, (0, 0, 1))])
    ```

    Parameters
    ----------
    fac : Float, optional

    stops : list[tuple[float, tuple]]
        Stops made of (float, color as tuple of floats)

    interpolation : {'EASE', 'CARDINAL', 'LINEAR', 'B_SPLINE', 'CONSTANT'}

    """
    node = ColorRamp(fac=fac, stops=stops, interpolation=interpolation)
    return node._out

combine_bundle(named_sockets={}, define_signature=False, **sockets) classmethod

Node Combine Bundle

Parameters:

Name Type Description Default
named_sockets dict

Sockets created with string names

{}
define_signature bool

parameter define_signature

False
sockets dict

Socket created with python name attributes

{}

Returns:

Type Description
Bundle
Source code in core/generated/static_snd.py
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@classmethod
def combine_bundle(cls, named_sockets: dict = {}, define_signature = False, **sockets):
    """ > Node Combine Bundle

    Parameters
    ----------
    named_sockets : dict, default={}
        Sockets created with string names

    define_signature : bool
        parameter `define_signature`

    sockets : dict, default={}
        Socket created with python name attributes

    Returns
    -------
    Bundle
    """
    node = Node('Combine Bundle', named_sockets, define_signature=define_signature, **sockets)
    return node._out

combine_color(red=None, green=None, blue=None, mode='RGB') classmethod

Node Combine Color

Parameters:

Name Type Description Default
red Float

socket 'Red' (id: Red)

None
green Float

socket 'Green' (id: Green)

None
blue Float

socket 'Blue' (id: Blue)

None
mode Literal['RGB', 'HSV', 'HSL']

parameter mode

'RGB'

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def combine_color(cls,
                red: Float = None,
                green: Float = None,
                blue: Float = None,
                mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB'):
    """ > Node Combine Color

    Parameters
    ----------
    red : Float, optional
        socket 'Red' (id: Red)

    green : Float, optional
        socket 'Green' (id: Green)

    blue : Float, optional
        socket 'Blue' (id: Blue)

    mode : Literal['RGB', 'HSV', 'HSL']
        parameter `mode`


    Returns
    -------
    Color
    """
    utils.check_enum_arg('Combine Color', 'mode', mode, 'combine_color', ('RGB', 'HSV', 'HSL'))
    node = Node('Combine Color', {'Red': red, 'Green': green, 'Blue': blue}, mode=mode)
    return node._out

combine_xyz(x=None, y=None, z=None) classmethod

Node Combine XYZ

Parameters:

Name Type Description Default
x Float

socket 'X' (id: X)

None
y Float

socket 'Y' (id: Y)

None
z Float

socket 'Z' (id: Z)

None

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def combine_xyz(cls, x: Float = None, y: Float = None, z: Float = None):
    """ > Node Combine XYZ

    Parameters
    ----------
    x : Float, optional
        socket 'X' (id: X)

    y : Float, optional
        socket 'Y' (id: Y)

    z : Float, optional
        socket 'Z' (id: Z)


    Returns
    -------
    Vector
    """
    node = Node('Combine XYZ', {'X': x, 'Y': y, 'Z': z})
    return node._out

curves_info() classmethod

Node Curves Info

Returns:

Type Description
Float

peer sockets: intercept_ (Float), length_ (Float), thickness_ (Float), tangent_normal_ (Vector), random_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def curves_info(cls):
    """ > Node Curves Info

    Returns
    -------
    Float
        peer sockets: intercept_ (Float), length_ (Float), thickness_ (Float), tangent_normal_ (Vector), random_ (Float)

    """
    node = Node('Curves Info', )
    return node

diffuse_bsdf(color=None, roughness=None, normal=None, weight=None) classmethod

Node Diffuse BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def diffuse_bsdf(cls,
                color: Color = None,
                roughness: Float = None,
                normal: Vector = None,
                weight: Float = None):
    """ > Node Diffuse BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Diffuse BSDF', {'Color': color, 'Roughness': roughness, 'Normal': normal, 'Weight': weight})
    return node._out

displacement(height=None, midlevel=None, scale=None, normal=None, space='OBJECT') classmethod

Node Displacement

Parameters:

Name Type Description Default
height Float

socket 'Height' (id: Height)

None
midlevel Float

socket 'Midlevel' (id: Midlevel)

None
scale Float

socket 'Scale' (id: Scale)

None
normal Vector

socket 'Normal' (id: Normal)

None
space Literal['Object Space', 'World Space']

parameter space

'OBJECT'

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def displacement(cls,
                height: Float = None,
                midlevel: Float = None,
                scale: Float = None,
                normal: Vector = None,
                space: Literal['OBJECT', 'WORLD'] = 'OBJECT'):
    """ > Node Displacement

    Parameters
    ----------
    height : Float, optional
        socket 'Height' (id: Height)

    midlevel : Float, optional
        socket 'Midlevel' (id: Midlevel)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    space : Literal['Object Space', 'World Space']
        parameter `space`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Displacement', 'space', space, 'displacement', ('OBJECT', 'WORLD'))
    node = Node('Displacement', {'Height': height, 'Midlevel': midlevel, 'Scale': scale, 'Normal': normal}, space=space)
    return node._out

emission(color=None, strength=None, weight=None) classmethod

Node Emission

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
strength Float

socket 'Strength' (id: Strength)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def emission(cls, color: Color = None, strength: Float = None, weight: Float = None):
    """ > Node Emission

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    strength : Float, optional
        socket 'Strength' (id: Strength)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Emission', {'Color': color, 'Strength': strength, 'Weight': weight})
    return node._out

environment_texture(vector=None, image=None, interpolation='Linear', projection='EQUIRECTANGULAR') classmethod

Node Environment Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
image NoneType

parameter image

None
interpolation Literal['Linear', 'Closest', 'Cubic', 'Smart']

parameter interpolation

'Linear'
projection Literal['Equirectangular', 'Mirror Ball']

parameter projection

'EQUIRECTANGULAR'

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def environment_texture(cls,
                vector: Vector = None,
                image = None,
                interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                projection: Literal['EQUIRECTANGULAR', 'MIRROR_BALL'] = 'EQUIRECTANGULAR'):
    """ > Node Environment Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    image : NoneType
        parameter `image`

    interpolation : Literal['Linear', 'Closest', 'Cubic', 'Smart']
        parameter `interpolation`

    projection : Literal['Equirectangular', 'Mirror Ball']
        parameter `projection`


    Returns
    -------
    Color
    """
    utils.check_enum_arg('Environment Texture', 'interpolation', interpolation, 'environment_texture', ('Linear', 'Closest', 'Cubic', 'Smart'))
    utils.check_enum_arg('Environment Texture', 'projection', projection, 'environment_texture', ('EQUIRECTANGULAR', 'MIRROR_BALL'))
    node = Node('Environment Texture', {'Vector': vector}, image=image, interpolation=interpolation, projection=projection)
    return node._out

evaluate_closure(closure=None, active_input_index=0, active_output_index=0, define_signature=False) classmethod

Node Evaluate Closure

Parameters:

Name Type Description Default
closure Closure

socket 'Closure' (id: Closure)

None
active_input_index int

parameter active_input_index

0
active_output_index int

parameter active_output_index

0
define_signature bool

parameter define_signature

False

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def evaluate_closure(cls,
                closure: Closure = None,
                active_input_index = 0,
                active_output_index = 0,
                define_signature = False):
    """ > Node Evaluate Closure

    Parameters
    ----------
    closure : Closure, optional
        socket 'Closure' (id: Closure)

    active_input_index : int
        parameter `active_input_index`

    active_output_index : int
        parameter `active_output_index`

    define_signature : bool
        parameter `define_signature`


    Returns
    -------
    None
    """
    node = Node('Evaluate Closure', {'Closure': closure}, active_input_index=active_input_index, active_output_index=active_output_index, define_signature=define_signature)
    return node._out

float_curve(value=None, factor=None) classmethod

Node Float Curve

Parameters:

Name Type Description Default
value Float

socket 'Value' (id: Value)

None
factor Float

socket 'Factor' (id: Factor)

None

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def float_curve(cls, value: Float = None, factor: Float = None):
    """ > Node Float Curve

    Parameters
    ----------
    value : Float, optional
        socket 'Value' (id: Value)

    factor : Float, optional
        socket 'Factor' (id: Factor)


    Returns
    -------
    Float
    """
    node = NodeCurves('Float Curve', {'Value': value, 'Factor': factor})
    return node._out

frame(label_size=20, shrink=True, text=None) classmethod

Node Frame

Parameters:

Name Type Description Default
label_size int

parameter label_size

20
shrink bool

parameter shrink

True
text NoneType

parameter text

None

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def frame(cls, label_size = 20, shrink = True, text = None):
    """ > Node Frame

    Parameters
    ----------
    label_size : int
        parameter `label_size`

    shrink : bool
        parameter `shrink`

    text : NoneType
        parameter `text`


    Returns
    -------
    None
    """
    node = Node('Frame', label_size=label_size, shrink=shrink, text=text)
    return node._out

fresnel(ior=None, normal=None) classmethod

Node Fresnel

Parameters:

Name Type Description Default
ior Float

socket 'IOR' (id: IOR)

None
normal Vector

socket 'Normal' (id: Normal)

None

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def fresnel(cls, ior: Float = None, normal: Vector = None):
    """ > Node Fresnel

    Parameters
    ----------
    ior : Float, optional
        socket 'IOR' (id: IOR)

    normal : Vector, optional
        socket 'Normal' (id: Normal)


    Returns
    -------
    Float
    """
    node = Node('Fresnel', {'IOR': ior, 'Normal': normal})
    return node._out

gabor_texture(vector=None, scale=None, frequency=None, anisotropy=None, orientation=None, orientation_1=None, gabor_type='2D') classmethod

Node Gabor Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
scale Float

socket 'Scale' (id: Scale)

None
frequency Float

socket 'Frequency' (id: Frequency)

None
anisotropy Float

socket 'Anisotropy' (id: Anisotropy)

None
orientation Float

socket 'Orientation' (id: Orientation 2D)

None
orientation_1 Vector

socket 'Orientation' (id: Orientation 3D)

None
gabor_type Literal['2D', '3D']

parameter gabor_type

'2D'

Returns:

Type Description
Float

peer sockets: phase_ (Float), intensity_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def gabor_texture(cls,
                vector: Vector = None,
                scale: Float = None,
                frequency: Float = None,
                anisotropy: Float = None,
                orientation: Float = None,
                orientation_1: Vector = None,
                gabor_type: Literal['2D', '3D'] = '2D'):
    """ > Node Gabor Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    frequency : Float, optional
        socket 'Frequency' (id: Frequency)

    anisotropy : Float, optional
        socket 'Anisotropy' (id: Anisotropy)

    orientation : Float, optional
        socket 'Orientation' (id: Orientation 2D)

    orientation_1 : Vector, optional
        socket 'Orientation' (id: Orientation 3D)

    gabor_type : Literal['2D', '3D']
        parameter `gabor_type`


    Returns
    -------
    Float
        peer sockets: phase_ (Float), intensity_ (Float)

    """
    utils.check_enum_arg('Gabor Texture', 'gabor_type', gabor_type, 'gabor_texture', ('2D', '3D'))
    node = Node('Gabor Texture', {'Vector': vector, 'Scale': scale, 'Frequency': frequency, 'Anisotropy': anisotropy, 'Orientation 2D': orientation, 'Orientation 3D': orientation_1}, gabor_type=gabor_type)
    return node._out

gamma(color=None, gamma=None) classmethod

Node Gamma

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
gamma Float

socket 'Gamma' (id: Gamma)

None

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def gamma(cls, color: Color = None, gamma: Float = None):
    """ > Node Gamma

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    gamma : Float, optional
        socket 'Gamma' (id: Gamma)


    Returns
    -------
    Color
    """
    node = Node('Gamma', {'Color': color, 'Gamma': gamma})
    return node._out

geometry() classmethod

Node Geometry

Returns:

Type Description
Vector

peer sockets: normal_ (Vector), tangent_ (Vector), true_normal_ (Vector), incoming_ (Vector), parametric_ (Vector), backfacing_ (Float), pointiness_ (Float), random_per_island_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def geometry(cls):
    """ > Node Geometry

    Returns
    -------
    Vector
        peer sockets: normal_ (Vector), tangent_ (Vector), true_normal_ (Vector), incoming_ (Vector), parametric_ (Vector), backfacing_ (Float), pointiness_ (Float), random_per_island_ (Float)

    """
    node = Node('Geometry', )
    return node

glass_bsdf(color=None, roughness=None, ior=None, normal=None, weight=None, thin_film_thickness=None, thin_film_ior=None, distribution='MULTI_GGX') classmethod

Node Glass BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
ior Float

socket 'IOR' (id: IOR)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None
thin_film_thickness Float

socket 'Thin Film Thickness' (id: Thin Film Thickness)

None
thin_film_ior Float

socket 'Thin Film IOR' (id: Thin Film IOR)

None
distribution Literal['Beckmann', 'GGX', 'Multiscatter GGX']

parameter distribution

'MULTI_GGX'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def glass_bsdf(cls,
                color: Color = None,
                roughness: Float = None,
                ior: Float = None,
                normal: Vector = None,
                weight: Float = None,
                thin_film_thickness: Float = None,
                thin_film_ior: Float = None,
                distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX'):
    """ > Node Glass BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    ior : Float, optional
        socket 'IOR' (id: IOR)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    thin_film_thickness : Float, optional
        socket 'Thin Film Thickness' (id: Thin Film Thickness)

    thin_film_ior : Float, optional
        socket 'Thin Film IOR' (id: Thin Film IOR)

    distribution : Literal['Beckmann', 'GGX', 'Multiscatter GGX']
        parameter `distribution`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Glass BSDF', 'distribution', distribution, 'glass_bsdf', ('BECKMANN', 'GGX', 'MULTI_GGX'))
    node = Node('Glass BSDF', {'Color': color, 'Roughness': roughness, 'IOR': ior, 'Normal': normal, 'Weight': weight, 'Thin Film Thickness': thin_film_thickness, 'Thin Film IOR': thin_film_ior}, distribution=distribution)
    return node._out

glossy_bsdf(color=None, roughness=None, anisotropy=None, rotation=None, normal=None, tangent=None, weight=None, distribution='MULTI_GGX') classmethod

Node Glossy BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
anisotropy Float

socket 'Anisotropy' (id: Anisotropy)

None
rotation Float

socket 'Rotation' (id: Rotation)

None
normal Vector

socket 'Normal' (id: Normal)

None
tangent Vector

socket 'Tangent' (id: Tangent)

None
weight Float

socket 'Weight' (id: Weight)

None
distribution Literal['Beckmann', 'GGX', 'Ashikhmin-Shirley', 'Multiscatter GGX']

parameter distribution

'MULTI_GGX'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def glossy_bsdf(cls,
                color: Color = None,
                roughness: Float = None,
                anisotropy: Float = None,
                rotation: Float = None,
                normal: Vector = None,
                tangent: Vector = None,
                weight: Float = None,
                distribution: Literal['BECKMANN', 'GGX', 'ASHIKHMIN_SHIRLEY', 'MULTI_GGX'] = 'MULTI_GGX'):
    """ > Node Glossy BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    anisotropy : Float, optional
        socket 'Anisotropy' (id: Anisotropy)

    rotation : Float, optional
        socket 'Rotation' (id: Rotation)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    tangent : Vector, optional
        socket 'Tangent' (id: Tangent)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    distribution : Literal['Beckmann', 'GGX', 'Ashikhmin-Shirley', 'Multiscatter GGX']
        parameter `distribution`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Glossy BSDF', 'distribution', distribution, 'glossy_bsdf', ('BECKMANN', 'GGX', 'ASHIKHMIN_SHIRLEY', 'MULTI_GGX'))
    node = Node('Glossy BSDF', {'Color': color, 'Roughness': roughness, 'Anisotropy': anisotropy, 'Rotation': rotation, 'Normal': normal, 'Tangent': tangent, 'Weight': weight}, distribution=distribution)
    return node._out

gradient_texture(vector=None, gradient_type='LINEAR') classmethod

Node Gradient Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
gradient_type Literal['Linear', 'Quadratic', 'Easing', 'Diagonal', 'Spherical', 'Quadratic Sphere', 'Radial']

parameter gradient_type

'LINEAR'

Returns:

Type Description
Color

peer sockets: factor_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def gradient_texture(cls,
                vector: Vector = None,
                gradient_type: Literal['LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'] = 'LINEAR'):
    """ > Node Gradient Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    gradient_type : Literal['Linear', 'Quadratic', 'Easing', 'Diagonal', 'Spherical', 'Quadratic Sphere', 'Radial']
        parameter `gradient_type`


    Returns
    -------
    Color
        peer sockets: factor_ (Float)

    """
    utils.check_enum_arg('Gradient Texture', 'gradient_type', gradient_type, 'gradient_texture', ('LINEAR', 'QUADRATIC', 'EASING', 'DIAGONAL', 'SPHERICAL', 'QUADRATIC_SPHERE', 'RADIAL'))
    node = Node('Gradient Texture', {'Vector': vector}, gradient_type=gradient_type)
    return node._out

group(node_tree=None) classmethod

Node Group

Parameters:

Name Type Description Default
node_tree NoneType

parameter node_tree

None

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def group(cls, node_tree = None):
    """ > Node Group

    Parameters
    ----------
    node_tree : NoneType
        parameter `node_tree`


    Returns
    -------
    None
    """
    node = Node('Group', node_tree=node_tree)
    return node._out

group_input()

Node Group Input

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@utils.classproperty
def group_input(self):
    """ > Node Group Input

    Returns
    -------
    None
    """
    node = Node('Group Input', )
    return node._out

group_output(is_active_output=True) classmethod

Node Group Output

Parameters:

Name Type Description Default
is_active_output bool

parameter is_active_output

True

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def group_output(cls, is_active_output = True):
    """ > Node Group Output

    Parameters
    ----------
    is_active_output : bool
        parameter `is_active_output`


    Returns
    -------
    None
    """
    node = Node('Group Output', is_active_output=is_active_output)
    return node._out

hair_bsdf(color=None, offset=None, roughnessu=None, roughnessv=None, tangent=None, weight=None, component='Reflection') classmethod

Node Hair BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
offset Float

socket 'Offset' (id: Offset)

None
roughnessu Float

socket 'RoughnessU' (id: RoughnessU)

None
roughnessv Float

socket 'RoughnessV' (id: RoughnessV)

None
tangent Vector

socket 'Tangent' (id: Tangent)

None
weight Float

socket 'Weight' (id: Weight)

None
component Literal['Reflection', 'Transmission']

parameter component

'Reflection'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def hair_bsdf(cls,
                color: Color = None,
                offset: Float = None,
                roughnessu: Float = None,
                roughnessv: Float = None,
                tangent: Vector = None,
                weight: Float = None,
                component: Literal['Reflection', 'Transmission'] = 'Reflection'):
    """ > Node Hair BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    offset : Float, optional
        socket 'Offset' (id: Offset)

    roughnessu : Float, optional
        socket 'RoughnessU' (id: RoughnessU)

    roughnessv : Float, optional
        socket 'RoughnessV' (id: RoughnessV)

    tangent : Vector, optional
        socket 'Tangent' (id: Tangent)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    component : Literal['Reflection', 'Transmission']
        parameter `component`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Hair BSDF', 'component', component, 'hair_bsdf', ('Reflection', 'Transmission'))
    node = Node('Hair BSDF', {'Color': color, 'Offset': offset, 'RoughnessU': roughnessu, 'RoughnessV': roughnessv, 'Tangent': tangent, 'Weight': weight}, component=component)
    return node._out

holdout(weight=None) classmethod

Node Holdout

Parameters:

Name Type Description Default
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def holdout(cls, weight: Float = None):
    """ > Node Holdout

    Parameters
    ----------
    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Holdout', {'Weight': weight})
    return node._out

hue_saturation_value(hue=None, saturation=None, value=None, color=None, factor=None) classmethod

Node Hue/Saturation/Value

Parameters:

Name Type Description Default
hue Float

socket 'Hue' (id: Hue)

None
saturation Float

socket 'Saturation' (id: Saturation)

None
value Float

socket 'Value' (id: Value)

None
color Color

socket 'Color' (id: Color)

None
factor Float

socket 'Factor' (id: Fac)

None

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def hue_saturation_value(cls,
                hue: Float = None,
                saturation: Float = None,
                value: Float = None,
                color: Color = None,
                factor: Float = None):
    """ > Node Hue/Saturation/Value

    Parameters
    ----------
    hue : Float, optional
        socket 'Hue' (id: Hue)

    saturation : Float, optional
        socket 'Saturation' (id: Saturation)

    value : Float, optional
        socket 'Value' (id: Value)

    color : Color, optional
        socket 'Color' (id: Color)

    factor : Float, optional
        socket 'Factor' (id: Fac)


    Returns
    -------
    Color
    """
    node = Node('Hue/Saturation/Value', {'Hue': hue, 'Saturation': saturation, 'Value': value, 'Color': color, 'Fac': factor})
    return node._out

ies_texture(vector=None, strength=None, filepath='', ies=None, mode='INTERNAL') classmethod

Node IES Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
strength Float

socket 'Strength' (id: Strength)

None
filepath str

parameter filepath

''
ies NoneType

parameter ies

None
mode Literal['Internal', 'External']

parameter mode

'INTERNAL'

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def ies_texture(cls,
                vector: Vector = None,
                strength: Float = None,
                filepath = '',
                ies = None,
                mode: Literal['INTERNAL', 'EXTERNAL'] = 'INTERNAL'):
    """ > Node IES Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    strength : Float, optional
        socket 'Strength' (id: Strength)

    filepath : str
        parameter `filepath`

    ies : NoneType
        parameter `ies`

    mode : Literal['Internal', 'External']
        parameter `mode`


    Returns
    -------
    Float
    """
    utils.check_enum_arg('IES Texture', 'mode', mode, 'ies_texture', ('INTERNAL', 'EXTERNAL'))
    node = Node('IES Texture', {'Vector': vector, 'Strength': strength}, filepath=filepath, ies=ies, mode=mode)
    return node._out

image_texture(vector=None, extension='REPEAT', image=None, interpolation='Linear', projection='FLAT', projection_blend=0.0) classmethod

Node Image Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
extension Literal['Repeat', 'Extend', 'Clip', 'Mirror']

parameter extension

'REPEAT'
image NoneType

parameter image

None
interpolation Literal['Linear', 'Closest', 'Cubic', 'Smart']

parameter interpolation

'Linear'
projection Literal['Flat', 'Box', 'Sphere', 'Tube']

parameter projection

'FLAT'
projection_blend float

parameter projection_blend

0.0

Returns:

Type Description
Color

peer sockets: alpha_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def image_texture(cls,
                vector: Vector = None,
                extension: Literal['REPEAT', 'EXTEND', 'CLIP', 'MIRROR'] = 'REPEAT',
                image = None,
                interpolation: Literal['Linear', 'Closest', 'Cubic', 'Smart'] = 'Linear',
                projection: Literal['FLAT', 'BOX', 'SPHERE', 'TUBE'] = 'FLAT',
                projection_blend = 0.0):
    """ > Node Image Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    extension : Literal['Repeat', 'Extend', 'Clip', 'Mirror']
        parameter `extension`

    image : NoneType
        parameter `image`

    interpolation : Literal['Linear', 'Closest', 'Cubic', 'Smart']
        parameter `interpolation`

    projection : Literal['Flat', 'Box', 'Sphere', 'Tube']
        parameter `projection`

    projection_blend : float
        parameter `projection_blend`


    Returns
    -------
    Color
        peer sockets: alpha_ (Float)

    """
    utils.check_enum_arg('Image Texture', 'extension', extension, 'image_texture', ('REPEAT', 'EXTEND', 'CLIP', 'MIRROR'))
    utils.check_enum_arg('Image Texture', 'interpolation', interpolation, 'image_texture', ('Linear', 'Closest', 'Cubic', 'Smart'))
    utils.check_enum_arg('Image Texture', 'projection', projection, 'image_texture', ('FLAT', 'BOX', 'SPHERE', 'TUBE'))
    node = Node('Image Texture', {'Vector': vector}, extension=extension, image=image, interpolation=interpolation, projection=projection, projection_blend=projection_blend)
    return node._out

invert_color(color=None, factor=None) classmethod

Node Invert Color

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
factor Float

socket 'Factor' (id: Fac)

None

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def invert_color(cls, color: Color = None, factor: Float = None):
    """ > Node Invert Color

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    factor : Float, optional
        socket 'Factor' (id: Fac)


    Returns
    -------
    Color
    """
    node = Node('Invert Color', {'Color': color, 'Fac': factor})
    return node._out

join_bundle(*bundle) classmethod

Node Join Bundle

Parameters:

Name Type Description Default
bundle Bundle

socket 'Bundle' (id: Bundle)

()

Returns:

Type Description
Bundle
Source code in core/generated/static_snd.py
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@classmethod
def join_bundle(cls, *bundle: Bundle):
    """ > Node Join Bundle

    Parameters
    ----------
    bundle : Bundle, optional
        socket 'Bundle' (id: Bundle)


    Returns
    -------
    Bundle
    """
    node = Node('Join Bundle', {'Bundle': list(bundle)})
    return node._out

layer_weight(blend=None, normal=None) classmethod

Node Layer Weight

Parameters:

Name Type Description Default
blend Float

socket 'Blend' (id: Blend)

None
normal Vector

socket 'Normal' (id: Normal)

None

Returns:

Type Description
Float

peer sockets: facing_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def layer_weight(cls, blend: Float = None, normal: Vector = None):
    """ > Node Layer Weight

    Parameters
    ----------
    blend : Float, optional
        socket 'Blend' (id: Blend)

    normal : Vector, optional
        socket 'Normal' (id: Normal)


    Returns
    -------
    Float
        peer sockets: facing_ (Float)

    """
    node = Node('Layer Weight', {'Blend': blend, 'Normal': normal})
    return node._out

light_falloff(strength=None, smooth=None) classmethod

Node Light Falloff

Parameters:

Name Type Description Default
strength Float

socket 'Strength' (id: Strength)

None
smooth Float

socket 'Smooth' (id: Smooth)

None

Returns:

Type Description
Float

peer sockets: linear_ (Float), constant_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def light_falloff(cls, strength: Float = None, smooth: Float = None):
    """ > Node Light Falloff

    Parameters
    ----------
    strength : Float, optional
        socket 'Strength' (id: Strength)

    smooth : Float, optional
        socket 'Smooth' (id: Smooth)


    Returns
    -------
    Float
        peer sockets: linear_ (Float), constant_ (Float)

    """
    node = Node('Light Falloff', {'Strength': strength, 'Smooth': smooth})
    return node._out

light_output(surface=None, is_active_output=True, target='ALL') classmethod

Node Light Output

Parameters:

Name Type Description Default
surface Shader

socket 'Surface' (id: Surface)

None
is_active_output bool

parameter is_active_output

True
target Literal['All', 'EEVEE', 'Cycles']

parameter target

'ALL'

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def light_output(cls,
                surface: Shader = None,
                is_active_output = True,
                target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL'):
    """ > Node Light Output

    Parameters
    ----------
    surface : Shader, optional
        socket 'Surface' (id: Surface)

    is_active_output : bool
        parameter `is_active_output`

    target : Literal['All', 'EEVEE', 'Cycles']
        parameter `target`


    Returns
    -------
    None
    """
    utils.check_enum_arg('Light Output', 'target', target, 'light_output', ('ALL', 'EEVEE', 'CYCLES'))
    node = Node('Light Output', {'Surface': surface}, is_active_output=is_active_output, target=target)
    return node._out

light_path() classmethod

Node Light Path

Returns:

Type Description
Float

peer sockets: is_shadow_ray_ (Float), is_diffuse_ray_ (Float), is_glossy_ray_ (Float), is_singular_ray_ (Float), is_reflection_ray_ (Float), is_transmission_ray_ (Float), is_volume_scatter_ray_ (Float), ray_length_ (Float), ray_depth_ (Float), diffuse_depth_ (Float), glossy_depth_ (Float), transparent_depth_ (Float), transmission_depth_ (Float), portal_depth_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def light_path(cls):
    """ > Node Light Path

    Returns
    -------
    Float
        peer sockets: is_shadow_ray_ (Float), is_diffuse_ray_ (Float), is_glossy_ray_ (Float), is_singular_ray_ (Float), is_reflection_ray_ (Float), is_transmission_ray_ (Float), is_volume_scatter_ray_ (Float), ray_length_ (Float), ray_depth_ (Float), diffuse_depth_ (Float), glossy_depth_ (Float), transparent_depth_ (Float), transmission_depth_ (Float), portal_depth_ (Float)

    """
    node = Node('Light Path', )
    return node

line_style_output(color=None, color_fac=None, alpha=None, alpha_fac=None, blend_type='MIX', is_active_output=True, target='ALL', use_alpha=False, use_clamp=False) classmethod

Node Line Style Output

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
color_fac Float

socket 'Color Fac' (id: Color Fac)

None
alpha Float

socket 'Alpha' (id: Alpha)

None
alpha_fac Float

socket 'Alpha Fac' (id: Alpha Fac)

None
blend_type Literal['Mix', 'Darken', 'Multiply', 'Color Burn', 'Lighten', 'Screen', 'Color Dodge', 'Add', 'Overlay', 'Soft Light', 'Linear Light', 'Difference', 'Exclusion', 'Subtract', 'Divide', 'Hue', 'Saturation', 'Color', 'Value']

parameter blend_type

'MIX'
is_active_output bool

parameter is_active_output

True
target Literal['All', 'EEVEE', 'Cycles']

parameter target

'ALL'
use_alpha bool

parameter use_alpha

False
use_clamp bool

parameter use_clamp

False

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def line_style_output(cls,
                color: Color = None,
                color_fac: Float = None,
                alpha: Float = None,
                alpha_fac: Float = None,
                blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                is_active_output = True,
                target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL',
                use_alpha = False,
                use_clamp = False):
    """ > Node Line Style Output

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    color_fac : Float, optional
        socket 'Color Fac' (id: Color Fac)

    alpha : Float, optional
        socket 'Alpha' (id: Alpha)

    alpha_fac : Float, optional
        socket 'Alpha Fac' (id: Alpha Fac)

    blend_type : Literal['Mix', 'Darken', 'Multiply', 'Color Burn', 'Lighten', 'Screen', 'Color Dodge', 'Add', 'Overlay', 'Soft Light', 'Linear Light', 'Difference', 'Exclusion', 'Subtract', 'Divide', 'Hue', 'Saturation', 'Color', 'Value']
        parameter `blend_type`

    is_active_output : bool
        parameter `is_active_output`

    target : Literal['All', 'EEVEE', 'Cycles']
        parameter `target`

    use_alpha : bool
        parameter `use_alpha`

    use_clamp : bool
        parameter `use_clamp`


    Returns
    -------
    None
    """
    utils.check_enum_arg('Line Style Output', 'blend_type', blend_type, 'line_style_output', ('MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'))
    utils.check_enum_arg('Line Style Output', 'target', target, 'line_style_output', ('ALL', 'EEVEE', 'CYCLES'))
    node = Node('Line Style Output', {'Color': color, 'Color Fac': color_fac, 'Alpha': alpha, 'Alpha Fac': alpha_fac}, blend_type=blend_type, is_active_output=is_active_output, target=target, use_alpha=use_alpha, use_clamp=use_clamp)
    return node._out

magic_texture(vector=None, scale=None, distortion=None, turbulence_depth=2) classmethod

Node Magic Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
scale Float

socket 'Scale' (id: Scale)

None
distortion Float

socket 'Distortion' (id: Distortion)

None
turbulence_depth int

parameter turbulence_depth

2

Returns:

Type Description
Color

peer sockets: factor_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def magic_texture(cls,
                vector: Vector = None,
                scale: Float = None,
                distortion: Float = None,
                turbulence_depth = 2):
    """ > Node Magic Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    distortion : Float, optional
        socket 'Distortion' (id: Distortion)

    turbulence_depth : int
        parameter `turbulence_depth`


    Returns
    -------
    Color
        peer sockets: factor_ (Float)

    """
    node = Node('Magic Texture', {'Vector': vector, 'Scale': scale, 'Distortion': distortion}, turbulence_depth=turbulence_depth)
    return node._out

map_range(value=None, from_min=None, from_max=None, to_min=None, to_max=None, steps=None, vector=None, from_min_1=None, from_max_1=None, to_min_1=None, to_max_1=None, steps_1=None, clamp=True, data_type='FLOAT', interpolation_type='LINEAR') classmethod

Node Map Range

Parameters:

Name Type Description Default
value Float

socket 'Value' (id: Value)

None
from_min Float

socket 'From Min' (id: From Min)

None
from_max Float

socket 'From Max' (id: From Max)

None
to_min Float

socket 'To Min' (id: To Min)

None
to_max Float

socket 'To Max' (id: To Max)

None
steps Float

socket 'Steps' (id: Steps)

None
vector Vector

socket 'Vector' (id: Vector)

None
from_min_1 Vector

socket 'From Min' (id: From_Min_FLOAT3)

None
from_max_1 Vector

socket 'From Max' (id: From_Max_FLOAT3)

None
to_min_1 Vector

socket 'To Min' (id: To_Min_FLOAT3)

None
to_max_1 Vector

socket 'To Max' (id: To_Max_FLOAT3)

None
steps_1 Vector

socket 'Steps' (id: Steps_FLOAT3)

None
clamp bool

parameter clamp

True
data_type Literal['Float', 'Vector']

parameter data_type

'FLOAT'
interpolation_type Literal['Linear', 'Stepped Linear', 'Smooth Step', 'Smoother Step']

parameter interpolation_type

'LINEAR'

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def map_range(cls,
                value: Float = None,
                from_min: Float = None,
                from_max: Float = None,
                to_min: Float = None,
                to_max: Float = None,
                steps: Float = None,
                vector: Vector = None,
                from_min_1: Vector = None,
                from_max_1: Vector = None,
                to_min_1: Vector = None,
                to_max_1: Vector = None,
                steps_1: Vector = None,
                clamp = True,
                data_type: Literal['FLOAT', 'FLOAT_VECTOR'] = 'FLOAT',
                interpolation_type: Literal['LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'] = 'LINEAR'):
    """ > Node Map Range

    Parameters
    ----------
    value : Float, optional
        socket 'Value' (id: Value)

    from_min : Float, optional
        socket 'From Min' (id: From Min)

    from_max : Float, optional
        socket 'From Max' (id: From Max)

    to_min : Float, optional
        socket 'To Min' (id: To Min)

    to_max : Float, optional
        socket 'To Max' (id: To Max)

    steps : Float, optional
        socket 'Steps' (id: Steps)

    vector : Vector, optional
        socket 'Vector' (id: Vector)

    from_min_1 : Vector, optional
        socket 'From Min' (id: From_Min_FLOAT3)

    from_max_1 : Vector, optional
        socket 'From Max' (id: From_Max_FLOAT3)

    to_min_1 : Vector, optional
        socket 'To Min' (id: To_Min_FLOAT3)

    to_max_1 : Vector, optional
        socket 'To Max' (id: To_Max_FLOAT3)

    steps_1 : Vector, optional
        socket 'Steps' (id: Steps_FLOAT3)

    clamp : bool
        parameter `clamp`

    data_type : Literal['Float', 'Vector']
        parameter `data_type`

    interpolation_type : Literal['Linear', 'Stepped Linear', 'Smooth Step', 'Smoother Step']
        parameter `interpolation_type`


    Returns
    -------
    Float
    """
    utils.check_enum_arg('Map Range', 'interpolation_type', interpolation_type, 'map_range', ('LINEAR', 'STEPPED', 'SMOOTHSTEP', 'SMOOTHERSTEP'))
    node = Node('Map Range', {'Value': value, 'From Min': from_min, 'From Max': from_max, 'To Min': to_min, 'To Max': to_max, 'Steps': steps, 'Vector': vector, 'From_Min_FLOAT3': from_min_1, 'From_Max_FLOAT3': from_max_1, 'To_Min_FLOAT3': to_min_1, 'To_Max_FLOAT3': to_max_1, 'Steps_FLOAT3': steps_1}, clamp=clamp, data_type=data_type, interpolation_type=interpolation_type)
    return node._out

mapping(vector=None, location=None, rotation=None, scale=None, vector_type='POINT') classmethod

Node Mapping

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
location Vector

socket 'Location' (id: Location)

None
rotation Vector

socket 'Rotation' (id: Rotation)

None
scale Vector

socket 'Scale' (id: Scale)

None
vector_type Literal['Point', 'Texture', 'Vector', 'Normal']

parameter vector_type

'POINT'

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def mapping(cls,
                vector: Vector = None,
                location: Vector = None,
                rotation: Vector = None,
                scale: Vector = None,
                vector_type: Literal['POINT', 'TEXTURE', 'VECTOR', 'NORMAL'] = 'POINT'):
    """ > Node Mapping

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    location : Vector, optional
        socket 'Location' (id: Location)

    rotation : Vector, optional
        socket 'Rotation' (id: Rotation)

    scale : Vector, optional
        socket 'Scale' (id: Scale)

    vector_type : Literal['Point', 'Texture', 'Vector', 'Normal']
        parameter `vector_type`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Mapping', 'vector_type', vector_type, 'mapping', ('POINT', 'TEXTURE', 'VECTOR', 'NORMAL'))
    node = Node('Mapping', {'Vector': vector, 'Location': location, 'Rotation': rotation, 'Scale': scale}, vector_type=vector_type)
    return node._out

material_output(surface=None, volume=None, displacement=None, thickness=None, is_active_output=True, target='ALL') classmethod

Node Material Output

Parameters:

Name Type Description Default
surface Shader

socket 'Surface' (id: Surface)

None
volume VolumeShader

socket 'Volume' (id: Volume)

None
displacement Vector

socket 'Displacement' (id: Displacement)

None
thickness Float

socket 'Thickness' (id: Thickness)

None
is_active_output bool

parameter is_active_output

True
target Literal['All', 'EEVEE', 'Cycles']

parameter target

'ALL'

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def material_output(cls,
                surface: Shader = None,
                volume: VolumeShader = None,
                displacement: Vector = None,
                thickness: Float = None,
                is_active_output = True,
                target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL'):
    """ > Node Material Output

    Parameters
    ----------
    surface : Shader, optional
        socket 'Surface' (id: Surface)

    volume : VolumeShader, optional
        socket 'Volume' (id: Volume)

    displacement : Vector, optional
        socket 'Displacement' (id: Displacement)

    thickness : Float, optional
        socket 'Thickness' (id: Thickness)

    is_active_output : bool
        parameter `is_active_output`

    target : Literal['All', 'EEVEE', 'Cycles']
        parameter `target`


    Returns
    -------
    None
    """
    utils.check_enum_arg('Material Output', 'target', target, 'material_output', ('ALL', 'EEVEE', 'CYCLES'))
    node = Node('Material Output', {'Surface': surface, 'Volume': volume, 'Displacement': displacement, 'Thickness': thickness}, is_active_output=is_active_output, target=target)
    return node._out

math(value=None, value_1=None, value_2=None, operation='ADD', use_clamp=False) classmethod

Node Math

Parameters:

Name Type Description Default
value Float

socket 'Value' (id: Value)

None
value_1 Float

socket 'Value' (id: Value_001)

None
value_2 Float

socket 'Value' (id: Value_002)

None
operation Literal['Add', 'Subtract', 'Multiply', 'Divide', 'Multiply Add', 'Power', 'Logarithm', 'Square Root', 'Inverse Square Root', 'Absolute', 'Exponent', 'Minimum', 'Maximum', 'Less Than', 'Greater Than', 'Sign', 'Compare', 'Smooth Minimum', 'Smooth Maximum', 'Round', 'Floor', 'Ceil', 'Truncate', 'Fraction', 'Truncated Modulo', 'Floored Modulo', 'Wrap', 'Snap', 'Ping-Pong', 'Sine', 'Cosine', 'Tangent', 'Arcsine', 'Arccosine', 'Arctangent', 'Arctan2', 'Hyperbolic Sine', 'Hyperbolic Cosine', 'Hyperbolic Tangent', 'To Radians', 'To Degrees']

parameter operation

'ADD'
use_clamp bool

parameter use_clamp

False

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def math(cls,
                value: Float = None,
                value_1: Float = None,
                value_2: Float = None,
                operation: Literal['ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'POWER', 'LOGARITHM', 'SQRT', 'INVERSE_SQRT', 'ABSOLUTE', 'EXPONENT', 'MINIMUM', 'MAXIMUM', 'LESS_THAN', 'GREATER_THAN', 'SIGN', 'COMPARE', 'SMOOTH_MIN', 'SMOOTH_MAX', 'ROUND', 'FLOOR', 'CEIL', 'TRUNC', 'FRACT', 'MODULO', 'FLOORED_MODULO', 'WRAP', 'SNAP', 'PINGPONG', 'SINE', 'COSINE', 'TANGENT', 'ARCSINE', 'ARCCOSINE', 'ARCTANGENT', 'ARCTAN2', 'SINH', 'COSH', 'TANH', 'RADIANS', 'DEGREES'] = 'ADD',
                use_clamp = False):
    """ > Node Math

    Parameters
    ----------
    value : Float, optional
        socket 'Value' (id: Value)

    value_1 : Float, optional
        socket 'Value' (id: Value_001)

    value_2 : Float, optional
        socket 'Value' (id: Value_002)

    operation : Literal['Add', 'Subtract', 'Multiply', 'Divide', 'Multiply Add', 'Power', 'Logarithm', 'Square Root', 'Inverse Square Root', 'Absolute', 'Exponent', 'Minimum', 'Maximum', 'Less Than', 'Greater Than', 'Sign', 'Compare', 'Smooth Minimum', 'Smooth Maximum', 'Round', 'Floor', 'Ceil', 'Truncate', 'Fraction', 'Truncated Modulo', 'Floored Modulo', 'Wrap', 'Snap', 'Ping-Pong', 'Sine', 'Cosine', 'Tangent', 'Arcsine', 'Arccosine', 'Arctangent', 'Arctan2', 'Hyperbolic Sine', 'Hyperbolic Cosine', 'Hyperbolic Tangent', 'To Radians', 'To Degrees']
        parameter `operation`

    use_clamp : bool
        parameter `use_clamp`


    Returns
    -------
    Float
    """
    utils.check_enum_arg('Math', 'operation', operation, 'math', ('ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'POWER', 'LOGARITHM', 'SQRT', 'INVERSE_SQRT', 'ABSOLUTE', 'EXPONENT', 'MINIMUM', 'MAXIMUM', 'LESS_THAN', 'GREATER_THAN', 'SIGN', 'COMPARE', 'SMOOTH_MIN', 'SMOOTH_MAX', 'ROUND', 'FLOOR', 'CEIL', 'TRUNC', 'FRACT', 'MODULO', 'FLOORED_MODULO', 'WRAP', 'SNAP', 'PINGPONG', 'SINE', 'COSINE', 'TANGENT', 'ARCSINE', 'ARCCOSINE', 'ARCTANGENT', 'ARCTAN2', 'SINH', 'COSH', 'TANH', 'RADIANS', 'DEGREES'))
    node = Node('Math', {'Value': value, 'Value_001': value_1, 'Value_002': value_2}, operation=operation, use_clamp=use_clamp)
    return node._out

menu_switch(named_sockets={}, menu=None, data_type='RGBA', **sockets) classmethod

Node Menu Switch

Parameters:

Name Type Description Default
named_sockets dict

Sockets created with string names

{}
menu Menu

Menu selection

None
data_type Literal['Float', 'Integer', 'Boolean', 'Vector', 'Color', 'Menu', 'Shader', 'Bundle', 'Closure']

parameter data_type

'RGBA'
sockets dict

Socket created with python name attributes

{}

Returns:

Type Description
Color

peer sockets: a_ (Boolean), b_ (Boolean)

Source code in core/generated/static_snd.py
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@classmethod
def menu_switch(cls,
                named_sockets: dict = {},
                menu = None,
                data_type: Literal['FLOAT', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA', 'MENU', 'SHADER', 'BUNDLE', 'CLOSURE'] = 'RGBA',
                **sockets):
    """ > Node Menu Switch

    Parameters
    ----------
    named_sockets : dict, default={}
        Sockets created with string names

    menu : Menu, optional
        Menu selection

    data_type : Literal['Float', 'Integer', 'Boolean', 'Vector', 'Color', 'Menu', 'Shader', 'Bundle', 'Closure']
        parameter `data_type`

    sockets : dict, default={}
        Socket created with python name attributes

    Returns
    -------
    Color
        peer sockets: a_ (Boolean), b_ (Boolean)

    """
    node = Node('Menu Switch', {'Menu': menu, **named_sockets}, data_type=data_type, **sockets)
    return node._out

metallic_bsdf(base_color=None, edge_tint=None, ior=None, extinction=None, roughness=None, anisotropy=None, rotation=None, normal=None, tangent=None, weight=None, thin_film_thickness=None, thin_film_ior=None, distribution='MULTI_GGX', fresnel_type='F82') classmethod

Node Metallic BSDF

Parameters:

Name Type Description Default
base_color Color

socket 'Base Color' (id: Base Color)

None
edge_tint Color

socket 'Edge Tint' (id: Edge Tint)

None
ior Vector

socket 'IOR' (id: IOR)

None
extinction Vector

socket 'Extinction' (id: Extinction)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
anisotropy Float

socket 'Anisotropy' (id: Anisotropy)

None
rotation Float

socket 'Rotation' (id: Rotation)

None
normal Vector

socket 'Normal' (id: Normal)

None
tangent Vector

socket 'Tangent' (id: Tangent)

None
weight Float

socket 'Weight' (id: Weight)

None
thin_film_thickness Float

socket 'Thin Film Thickness' (id: Thin Film Thickness)

None
thin_film_ior Float

socket 'Thin Film IOR' (id: Thin Film IOR)

None
distribution Literal['Beckmann', 'GGX', 'Multiscatter GGX']

parameter distribution

'MULTI_GGX'
fresnel_type Literal['Physical Conductor', 'F82 Tint']

parameter fresnel_type

'F82'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def metallic_bsdf(cls,
                base_color: Color = None,
                edge_tint: Color = None,
                ior: Vector = None,
                extinction: Vector = None,
                roughness: Float = None,
                anisotropy: Float = None,
                rotation: Float = None,
                normal: Vector = None,
                tangent: Vector = None,
                weight: Float = None,
                thin_film_thickness: Float = None,
                thin_film_ior: Float = None,
                distribution: Literal['BECKMANN', 'GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                fresnel_type: Literal['PHYSICAL_CONDUCTOR', 'F82'] = 'F82'):
    """ > Node Metallic BSDF

    Parameters
    ----------
    base_color : Color, optional
        socket 'Base Color' (id: Base Color)

    edge_tint : Color, optional
        socket 'Edge Tint' (id: Edge Tint)

    ior : Vector, optional
        socket 'IOR' (id: IOR)

    extinction : Vector, optional
        socket 'Extinction' (id: Extinction)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    anisotropy : Float, optional
        socket 'Anisotropy' (id: Anisotropy)

    rotation : Float, optional
        socket 'Rotation' (id: Rotation)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    tangent : Vector, optional
        socket 'Tangent' (id: Tangent)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    thin_film_thickness : Float, optional
        socket 'Thin Film Thickness' (id: Thin Film Thickness)

    thin_film_ior : Float, optional
        socket 'Thin Film IOR' (id: Thin Film IOR)

    distribution : Literal['Beckmann', 'GGX', 'Multiscatter GGX']
        parameter `distribution`

    fresnel_type : Literal['Physical Conductor', 'F82 Tint']
        parameter `fresnel_type`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Metallic BSDF', 'distribution', distribution, 'metallic_bsdf', ('BECKMANN', 'GGX', 'MULTI_GGX'))
    utils.check_enum_arg('Metallic BSDF', 'fresnel_type', fresnel_type, 'metallic_bsdf', ('PHYSICAL_CONDUCTOR', 'F82'))
    node = Node('Metallic BSDF', {'Base Color': base_color, 'Edge Tint': edge_tint, 'IOR': ior, 'Extinction': extinction, 'Roughness': roughness, 'Anisotropy': anisotropy, 'Rotation': rotation, 'Normal': normal, 'Tangent': tangent, 'Weight': weight, 'Thin Film Thickness': thin_film_thickness, 'Thin Film IOR': thin_film_ior}, distribution=distribution, fresnel_type=fresnel_type)
    return node._out

mix(a=None, b=None, a_1=None, b_1=None, a_2=None, b_2=None, a_3=None, b_3=None, factor=None, blend_type='MIX', clamp_factor=True, clamp_result=False, data_type='FLOAT', factor_mode='UNIFORM') classmethod

Node Mix

Parameters:

Name Type Description Default
a Float

socket 'A' (id: A_Float)

None
b Float

socket 'B' (id: B_Float)

None
a_1 Vector

socket 'A' (id: A_Vector)

None
b_1 Vector

socket 'B' (id: B_Vector)

None
a_2 Color

socket 'A' (id: A_Color)

None
b_2 Color

socket 'B' (id: B_Color)

None
a_3 Rotation

socket 'A' (id: A_Rotation)

None
b_3 Rotation

socket 'B' (id: B_Rotation)

None
factor Vector

socket 'Factor' (id: Factor_Vector)

None
blend_type Literal['Mix', 'Darken', 'Multiply', 'Color Burn', 'Lighten', 'Screen', 'Color Dodge', 'Add', 'Overlay', 'Soft Light', 'Linear Light', 'Difference', 'Exclusion', 'Subtract', 'Divide', 'Hue', 'Saturation', 'Color', 'Value']

parameter blend_type

'MIX'
clamp_factor bool

parameter clamp_factor

True
clamp_result bool

parameter clamp_result

False
data_type Literal['Float', 'Vector', 'Color']

parameter data_type

'FLOAT'
factor_mode Literal['Uniform', 'Non-Uniform']

parameter factor_mode

'UNIFORM'

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def mix(cls,
                a: Float = None,
                b: Float = None,
                a_1: Vector = None,
                b_1: Vector = None,
                a_2: Color = None,
                b_2: Color = None,
                a_3: Rotation = None,
                b_3: Rotation = None,
                factor: Vector = None,
                blend_type: Literal['MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'] = 'MIX',
                clamp_factor = True,
                clamp_result = False,
                data_type: Literal['FLOAT', 'VECTOR', 'RGBA'] = 'FLOAT',
                factor_mode: Literal['UNIFORM', 'NON_UNIFORM'] = 'UNIFORM'):
    """ > Node Mix

    Parameters
    ----------
    a : Float, optional
        socket 'A' (id: A_Float)

    b : Float, optional
        socket 'B' (id: B_Float)

    a_1 : Vector, optional
        socket 'A' (id: A_Vector)

    b_1 : Vector, optional
        socket 'B' (id: B_Vector)

    a_2 : Color, optional
        socket 'A' (id: A_Color)

    b_2 : Color, optional
        socket 'B' (id: B_Color)

    a_3 : Rotation, optional
        socket 'A' (id: A_Rotation)

    b_3 : Rotation, optional
        socket 'B' (id: B_Rotation)

    factor : Vector, optional
        socket 'Factor' (id: Factor_Vector)

    blend_type : Literal['Mix', 'Darken', 'Multiply', 'Color Burn', 'Lighten', 'Screen', 'Color Dodge', 'Add', 'Overlay', 'Soft Light', 'Linear Light', 'Difference', 'Exclusion', 'Subtract', 'Divide', 'Hue', 'Saturation', 'Color', 'Value']
        parameter `blend_type`

    clamp_factor : bool
        parameter `clamp_factor`

    clamp_result : bool
        parameter `clamp_result`

    data_type : Literal['Float', 'Vector', 'Color']
        parameter `data_type`

    factor_mode : Literal['Uniform', 'Non-Uniform']
        parameter `factor_mode`


    Returns
    -------
    Float
    """
    utils.check_enum_arg('Mix', 'blend_type', blend_type, 'mix', ('MIX', 'DARKEN', 'MULTIPLY', 'BURN', 'LIGHTEN', 'SCREEN', 'DODGE', 'ADD', 'OVERLAY', 'SOFT_LIGHT', 'LINEAR_LIGHT', 'DIFFERENCE', 'EXCLUSION', 'SUBTRACT', 'DIVIDE', 'HUE', 'SATURATION', 'COLOR', 'VALUE'))
    utils.check_enum_arg('Mix', 'factor_mode', factor_mode, 'mix', ('UNIFORM', 'NON_UNIFORM'))
    node = Node('Mix', {'A_Float': a, 'B_Float': b, 'A_Vector': a_1, 'B_Vector': b_1, 'A_Color': a_2, 'B_Color': b_2, 'A_Rotation': a_3, 'B_Rotation': b_3, 'Factor_Vector': factor}, blend_type=blend_type, clamp_factor=clamp_factor, clamp_result=clamp_result, data_type=data_type, factor_mode=factor_mode)
    return node._out

mix_shader(shader=None, shader_1=None, factor=None) classmethod

Node Mix Shader

Parameters:

Name Type Description Default
shader Shader

socket 'Shader' (id: Shader)

None
shader_1 Shader

socket 'Shader' (id: Shader_001)

None
factor Float

socket 'Factor' (id: Fac)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def mix_shader(cls, shader: Shader = None, shader_1: Shader = None, factor: Float = None):
    """ > Node Mix Shader

    Parameters
    ----------
    shader : Shader, optional
        socket 'Shader' (id: Shader)

    shader_1 : Shader, optional
        socket 'Shader' (id: Shader_001)

    factor : Float, optional
        socket 'Factor' (id: Fac)


    Returns
    -------
    Shader
    """
    node = Node('Mix Shader', {'Shader': shader, 'Shader_001': shader_1, 'Fac': factor})
    return node._out

noise_texture(vector=None, w=None, scale=None, detail=None, roughness=None, lacunarity=None, offset=None, gain=None, distortion=None, noise_dimensions='3D', noise_type='FBM', normalize=True) classmethod

Node Noise Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
w Float

socket 'W' (id: W)

None
scale Float

socket 'Scale' (id: Scale)

None
detail Float

socket 'Detail' (id: Detail)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
lacunarity Float

socket 'Lacunarity' (id: Lacunarity)

None
offset Float

socket 'Offset' (id: Offset)

None
gain Float

socket 'Gain' (id: Gain)

None
distortion Float

socket 'Distortion' (id: Distortion)

None
noise_dimensions Literal['1D', '2D', '3D', '4D']

parameter noise_dimensions

'3D'
noise_type Literal['Multifractal', 'Ridged Multifractal', 'Hybrid Multifractal', 'fBM', 'Hetero Terrain']

parameter noise_type

'FBM'
normalize bool

parameter normalize

True

Returns:

Type Description
Float

peer sockets: color_ (Color)

Source code in core/generated/static_snd.py
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@classmethod
def noise_texture(cls,
                vector: Vector = None,
                w: Float = None,
                scale: Float = None,
                detail: Float = None,
                roughness: Float = None,
                lacunarity: Float = None,
                offset: Float = None,
                gain: Float = None,
                distortion: Float = None,
                noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D',
                noise_type: Literal['MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'] = 'FBM',
                normalize = True):
    """ > Node Noise Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    w : Float, optional
        socket 'W' (id: W)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    detail : Float, optional
        socket 'Detail' (id: Detail)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    lacunarity : Float, optional
        socket 'Lacunarity' (id: Lacunarity)

    offset : Float, optional
        socket 'Offset' (id: Offset)

    gain : Float, optional
        socket 'Gain' (id: Gain)

    distortion : Float, optional
        socket 'Distortion' (id: Distortion)

    noise_dimensions : Literal['1D', '2D', '3D', '4D']
        parameter `noise_dimensions`

    noise_type : Literal['Multifractal', 'Ridged Multifractal', 'Hybrid Multifractal', 'fBM', 'Hetero Terrain']
        parameter `noise_type`

    normalize : bool
        parameter `normalize`


    Returns
    -------
    Float
        peer sockets: color_ (Color)

    """
    utils.check_enum_arg('Noise Texture', 'noise_dimensions', noise_dimensions, 'noise_texture', ('1D', '2D', '3D', '4D'))
    utils.check_enum_arg('Noise Texture', 'noise_type', noise_type, 'noise_texture', ('MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL', 'FBM', 'HETERO_TERRAIN'))
    node = Node('Noise Texture', {'Vector': vector, 'W': w, 'Scale': scale, 'Detail': detail, 'Roughness': roughness, 'Lacunarity': lacunarity, 'Offset': offset, 'Gain': gain, 'Distortion': distortion}, noise_dimensions=noise_dimensions, noise_type=noise_type, normalize=normalize)
    return node._out

normal(normal=None) classmethod

Node Normal

Parameters:

Name Type Description Default
normal Vector

socket 'Normal' (id: Normal)

None

Returns:

Type Description
Vector

peer sockets: dot_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def normal(cls, normal: Vector = None):
    """ > Node Normal

    Parameters
    ----------
    normal : Vector, optional
        socket 'Normal' (id: Normal)


    Returns
    -------
    Vector
        peer sockets: dot_ (Float)

    """
    node = Node('Normal', {'Normal': normal})
    return node._out

normal_map(strength=None, color=None, base='DISPLACED', convention='OPENGL', space='TANGENT', uv_map='') classmethod

Node Normal Map

Parameters:

Name Type Description Default
strength Float

socket 'Strength' (id: Strength)

None
color Color

socket 'Color' (id: Color)

None
base Literal['Original Base', 'Displaced Base']

parameter base

'DISPLACED'
convention Literal['OpenGL', 'DirectX']

parameter convention

'OPENGL'
space Literal['Tangent Space', 'Object Space', 'World Space', 'Blender Object Space', 'Blender World Space']

parameter space

'TANGENT'
uv_map str

parameter uv_map

''

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def normal_map(cls,
                strength: Float = None,
                color: Color = None,
                base: Literal['ORIGINAL', 'DISPLACED'] = 'DISPLACED',
                convention: Literal['OPENGL', 'DIRECTX'] = 'OPENGL',
                space: Literal['TANGENT', 'OBJECT', 'WORLD', 'BLENDER_OBJECT', 'BLENDER_WORLD'] = 'TANGENT',
                uv_map = ''):
    """ > Node Normal Map

    Parameters
    ----------
    strength : Float, optional
        socket 'Strength' (id: Strength)

    color : Color, optional
        socket 'Color' (id: Color)

    base : Literal['Original Base', 'Displaced Base']
        parameter `base`

    convention : Literal['OpenGL', 'DirectX']
        parameter `convention`

    space : Literal['Tangent Space', 'Object Space', 'World Space', 'Blender Object Space', 'Blender World Space']
        parameter `space`

    uv_map : str
        parameter `uv_map`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Normal Map', 'base', base, 'normal_map', ('ORIGINAL', 'DISPLACED'))
    utils.check_enum_arg('Normal Map', 'convention', convention, 'normal_map', ('OPENGL', 'DIRECTX'))
    utils.check_enum_arg('Normal Map', 'space', space, 'normal_map', ('TANGENT', 'OBJECT', 'WORLD', 'BLENDER_OBJECT', 'BLENDER_WORLD'))
    node = Node('Normal Map', {'Strength': strength, 'Color': color}, base=base, convention=convention, space=space, uv_map=uv_map)
    return node._out

object_info() classmethod

Node Object Info

Returns:

Type Description
Vector

peer sockets: color_ (Color), alpha_ (Float), object_index_ (Float), material_index_ (Float), random_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def object_info(cls):
    """ > Node Object Info

    Returns
    -------
    Vector
        peer sockets: color_ (Color), alpha_ (Float), object_index_ (Float), material_index_ (Float), random_ (Float)

    """
    node = Node('Object Info', )
    return node

particle_info() classmethod

Node Particle Info

Returns:

Type Description
Float

peer sockets: random_ (Float), age_ (Float), lifetime_ (Float), location_ (Vector), size_ (Float), velocity_ (Vector), angular_velocity_ (Vector)

Source code in core/generated/static_snd.py
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@classmethod
def particle_info(cls):
    """ > Node Particle Info

    Returns
    -------
    Float
        peer sockets: random_ (Float), age_ (Float), lifetime_ (Float), location_ (Vector), size_ (Float), velocity_ (Vector), angular_velocity_ (Vector)

    """
    node = Node('Particle Info', )
    return node

point_info() classmethod

Node Point Info

Returns:

Type Description
Vector

peer sockets: radius_ (Float), random_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def point_info(cls):
    """ > Node Point Info

    Returns
    -------
    Vector
        peer sockets: radius_ (Float), random_ (Float)

    """
    node = Node('Point Info', )
    return node

principled_bsdf(base_color=None, metallic=None, roughness=None, ior=None, alpha=None, normal=None, weight=None, diffuse_roughness=None, subsurface_weight=None, subsurface_radius=None, subsurface_scale=None, subsurface_ior=None, subsurface_anisotropy=None, specular_ior_level=None, specular_tint=None, anisotropic=None, anisotropic_rotation=None, tangent=None, transmission_weight=None, coat_weight=None, coat_roughness=None, coat_ior=None, coat_tint=None, coat_normal=None, sheen_weight=None, sheen_roughness=None, sheen_tint=None, emission_color=None, emission_strength=None, thin_film_thickness=None, thin_film_ior=None, distribution='MULTI_GGX', subsurface_method='RANDOM_WALK') classmethod

Node Principled BSDF

Parameters:

Name Type Description Default
base_color Color

socket 'Base Color' (id: Base Color)

None
metallic Float

socket 'Metallic' (id: Metallic)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
ior Float

socket 'IOR' (id: IOR)

None
alpha Float

socket 'Alpha' (id: Alpha)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None
diffuse_roughness Float

socket 'Diffuse Roughness' (id: Diffuse Roughness)

None
subsurface_weight Float

socket 'Subsurface Weight' (id: Subsurface Weight)

None
subsurface_radius Vector

socket 'Subsurface Radius' (id: Subsurface Radius)

None
subsurface_scale Float

socket 'Subsurface Scale' (id: Subsurface Scale)

None
subsurface_ior Float

socket 'Subsurface IOR' (id: Subsurface IOR)

None
subsurface_anisotropy Float

socket 'Subsurface Anisotropy' (id: Subsurface Anisotropy)

None
specular_ior_level Float

socket 'Specular IOR Level' (id: Specular IOR Level)

None
specular_tint Color

socket 'Specular Tint' (id: Specular Tint)

None
anisotropic Float

socket 'Anisotropic' (id: Anisotropic)

None
anisotropic_rotation Float

socket 'Anisotropic Rotation' (id: Anisotropic Rotation)

None
tangent Vector

socket 'Tangent' (id: Tangent)

None
transmission_weight Float

socket 'Transmission Weight' (id: Transmission Weight)

None
coat_weight Float

socket 'Coat Weight' (id: Coat Weight)

None
coat_roughness Float

socket 'Coat Roughness' (id: Coat Roughness)

None
coat_ior Float

socket 'Coat IOR' (id: Coat IOR)

None
coat_tint Color

socket 'Coat Tint' (id: Coat Tint)

None
coat_normal Vector

socket 'Coat Normal' (id: Coat Normal)

None
sheen_weight Float

socket 'Sheen Weight' (id: Sheen Weight)

None
sheen_roughness Float

socket 'Sheen Roughness' (id: Sheen Roughness)

None
sheen_tint Color

socket 'Sheen Tint' (id: Sheen Tint)

None
emission_color Color

socket 'Emission Color' (id: Emission Color)

None
emission_strength Float

socket 'Emission Strength' (id: Emission Strength)

None
thin_film_thickness Float

socket 'Thin Film Thickness' (id: Thin Film Thickness)

None
thin_film_ior Float

socket 'Thin Film IOR' (id: Thin Film IOR)

None
distribution Literal['GGX', 'Multiscatter GGX']

parameter distribution

'MULTI_GGX'
subsurface_method Literal['Christensen-Burley', 'Random Walk', 'Random Walk (Skin)']

parameter subsurface_method

'RANDOM_WALK'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def principled_bsdf(cls,
                base_color: Color = None,
                metallic: Float = None,
                roughness: Float = None,
                ior: Float = None,
                alpha: Float = None,
                normal: Vector = None,
                weight: Float = None,
                diffuse_roughness: Float = None,
                subsurface_weight: Float = None,
                subsurface_radius: Vector = None,
                subsurface_scale: Float = None,
                subsurface_ior: Float = None,
                subsurface_anisotropy: Float = None,
                specular_ior_level: Float = None,
                specular_tint: Color = None,
                anisotropic: Float = None,
                anisotropic_rotation: Float = None,
                tangent: Vector = None,
                transmission_weight: Float = None,
                coat_weight: Float = None,
                coat_roughness: Float = None,
                coat_ior: Float = None,
                coat_tint: Color = None,
                coat_normal: Vector = None,
                sheen_weight: Float = None,
                sheen_roughness: Float = None,
                sheen_tint: Color = None,
                emission_color: Color = None,
                emission_strength: Float = None,
                thin_film_thickness: Float = None,
                thin_film_ior: Float = None,
                distribution: Literal['GGX', 'MULTI_GGX'] = 'MULTI_GGX',
                subsurface_method: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK'):
    """ > Node Principled BSDF

    Parameters
    ----------
    base_color : Color, optional
        socket 'Base Color' (id: Base Color)

    metallic : Float, optional
        socket 'Metallic' (id: Metallic)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    ior : Float, optional
        socket 'IOR' (id: IOR)

    alpha : Float, optional
        socket 'Alpha' (id: Alpha)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    diffuse_roughness : Float, optional
        socket 'Diffuse Roughness' (id: Diffuse Roughness)

    subsurface_weight : Float, optional
        socket 'Subsurface Weight' (id: Subsurface Weight)

    subsurface_radius : Vector, optional
        socket 'Subsurface Radius' (id: Subsurface Radius)

    subsurface_scale : Float, optional
        socket 'Subsurface Scale' (id: Subsurface Scale)

    subsurface_ior : Float, optional
        socket 'Subsurface IOR' (id: Subsurface IOR)

    subsurface_anisotropy : Float, optional
        socket 'Subsurface Anisotropy' (id: Subsurface Anisotropy)

    specular_ior_level : Float, optional
        socket 'Specular IOR Level' (id: Specular IOR Level)

    specular_tint : Color, optional
        socket 'Specular Tint' (id: Specular Tint)

    anisotropic : Float, optional
        socket 'Anisotropic' (id: Anisotropic)

    anisotropic_rotation : Float, optional
        socket 'Anisotropic Rotation' (id: Anisotropic Rotation)

    tangent : Vector, optional
        socket 'Tangent' (id: Tangent)

    transmission_weight : Float, optional
        socket 'Transmission Weight' (id: Transmission Weight)

    coat_weight : Float, optional
        socket 'Coat Weight' (id: Coat Weight)

    coat_roughness : Float, optional
        socket 'Coat Roughness' (id: Coat Roughness)

    coat_ior : Float, optional
        socket 'Coat IOR' (id: Coat IOR)

    coat_tint : Color, optional
        socket 'Coat Tint' (id: Coat Tint)

    coat_normal : Vector, optional
        socket 'Coat Normal' (id: Coat Normal)

    sheen_weight : Float, optional
        socket 'Sheen Weight' (id: Sheen Weight)

    sheen_roughness : Float, optional
        socket 'Sheen Roughness' (id: Sheen Roughness)

    sheen_tint : Color, optional
        socket 'Sheen Tint' (id: Sheen Tint)

    emission_color : Color, optional
        socket 'Emission Color' (id: Emission Color)

    emission_strength : Float, optional
        socket 'Emission Strength' (id: Emission Strength)

    thin_film_thickness : Float, optional
        socket 'Thin Film Thickness' (id: Thin Film Thickness)

    thin_film_ior : Float, optional
        socket 'Thin Film IOR' (id: Thin Film IOR)

    distribution : Literal['GGX', 'Multiscatter GGX']
        parameter `distribution`

    subsurface_method : Literal['Christensen-Burley', 'Random Walk', 'Random Walk (Skin)']
        parameter `subsurface_method`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Principled BSDF', 'distribution', distribution, 'principled_bsdf', ('GGX', 'MULTI_GGX'))
    utils.check_enum_arg('Principled BSDF', 'subsurface_method', subsurface_method, 'principled_bsdf', ('BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'))
    node = Node('Principled BSDF', {'Base Color': base_color, 'Metallic': metallic, 'Roughness': roughness, 'IOR': ior, 'Alpha': alpha, 'Normal': normal, 'Weight': weight, 'Diffuse Roughness': diffuse_roughness, 'Subsurface Weight': subsurface_weight, 'Subsurface Radius': subsurface_radius, 'Subsurface Scale': subsurface_scale, 'Subsurface IOR': subsurface_ior, 'Subsurface Anisotropy': subsurface_anisotropy, 'Specular IOR Level': specular_ior_level, 'Specular Tint': specular_tint, 'Anisotropic': anisotropic, 'Anisotropic Rotation': anisotropic_rotation, 'Tangent': tangent, 'Transmission Weight': transmission_weight, 'Coat Weight': coat_weight, 'Coat Roughness': coat_roughness, 'Coat IOR': coat_ior, 'Coat Tint': coat_tint, 'Coat Normal': coat_normal, 'Sheen Weight': sheen_weight, 'Sheen Roughness': sheen_roughness, 'Sheen Tint': sheen_tint, 'Emission Color': emission_color, 'Emission Strength': emission_strength, 'Thin Film Thickness': thin_film_thickness, 'Thin Film IOR': thin_film_ior}, distribution=distribution, subsurface_method=subsurface_method)
    return node._out

principled_hair_bsdf(color=None, melanin=None, melanin_redness=None, tint=None, absorption_coefficient=None, aspect_ratio=None, roughness=None, radial_roughness=None, coat=None, ior=None, offset=None, random_color=None, random_roughness=None, random=None, weight=None, reflection=None, transmission=None, secondary_reflection=None, model='CHIANG', parametrization='COLOR') classmethod

Node Principled Hair BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
melanin Float

socket 'Melanin' (id: Melanin)

None
melanin_redness Float

socket 'Melanin Redness' (id: Melanin Redness)

None
tint Color

socket 'Tint' (id: Tint)

None
absorption_coefficient Vector

socket 'Absorption Coefficient' (id: Absorption Coefficient)

None
aspect_ratio Float

socket 'Aspect Ratio' (id: Aspect Ratio)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
radial_roughness Float

socket 'Radial Roughness' (id: Radial Roughness)

None
coat Float

socket 'Coat' (id: Coat)

None
ior Float

socket 'IOR' (id: IOR)

None
offset Float

socket 'Offset' (id: Offset)

None
random_color Float

socket 'Random Color' (id: Random Color)

None
random_roughness Float

socket 'Random Roughness' (id: Random Roughness)

None
random Float

socket 'Random' (id: Random)

None
weight Float

socket 'Weight' (id: Weight)

None
reflection Float

socket 'Reflection' (id: R lobe)

None
transmission Float

socket 'Transmission' (id: TT lobe)

None
secondary_reflection Float

socket 'Secondary Reflection' (id: TRT lobe)

None
model Literal['Chiang', 'Huang']

parameter model

'CHIANG'
parametrization Literal['Absorption Coefficient', 'Melanin Concentration', 'Direct Coloring']

parameter parametrization

'COLOR'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def principled_hair_bsdf(cls,
                color: Color = None,
                melanin: Float = None,
                melanin_redness: Float = None,
                tint: Color = None,
                absorption_coefficient: Vector = None,
                aspect_ratio: Float = None,
                roughness: Float = None,
                radial_roughness: Float = None,
                coat: Float = None,
                ior: Float = None,
                offset: Float = None,
                random_color: Float = None,
                random_roughness: Float = None,
                random: Float = None,
                weight: Float = None,
                reflection: Float = None,
                transmission: Float = None,
                secondary_reflection: Float = None,
                model: Literal['CHIANG', 'HUANG'] = 'CHIANG',
                parametrization: Literal['ABSORPTION', 'MELANIN', 'COLOR'] = 'COLOR'):
    """ > Node Principled Hair BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    melanin : Float, optional
        socket 'Melanin' (id: Melanin)

    melanin_redness : Float, optional
        socket 'Melanin Redness' (id: Melanin Redness)

    tint : Color, optional
        socket 'Tint' (id: Tint)

    absorption_coefficient : Vector, optional
        socket 'Absorption Coefficient' (id: Absorption Coefficient)

    aspect_ratio : Float, optional
        socket 'Aspect Ratio' (id: Aspect Ratio)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    radial_roughness : Float, optional
        socket 'Radial Roughness' (id: Radial Roughness)

    coat : Float, optional
        socket 'Coat' (id: Coat)

    ior : Float, optional
        socket 'IOR' (id: IOR)

    offset : Float, optional
        socket 'Offset' (id: Offset)

    random_color : Float, optional
        socket 'Random Color' (id: Random Color)

    random_roughness : Float, optional
        socket 'Random Roughness' (id: Random Roughness)

    random : Float, optional
        socket 'Random' (id: Random)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    reflection : Float, optional
        socket 'Reflection' (id: R lobe)

    transmission : Float, optional
        socket 'Transmission' (id: TT lobe)

    secondary_reflection : Float, optional
        socket 'Secondary Reflection' (id: TRT lobe)

    model : Literal['Chiang', 'Huang']
        parameter `model`

    parametrization : Literal['Absorption Coefficient', 'Melanin Concentration', 'Direct Coloring']
        parameter `parametrization`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Principled Hair BSDF', 'model', model, 'principled_hair_bsdf', ('CHIANG', 'HUANG'))
    utils.check_enum_arg('Principled Hair BSDF', 'parametrization', parametrization, 'principled_hair_bsdf', ('ABSORPTION', 'MELANIN', 'COLOR'))
    node = Node('Principled Hair BSDF', {'Color': color, 'Melanin': melanin, 'Melanin Redness': melanin_redness, 'Tint': tint, 'Absorption Coefficient': absorption_coefficient, 'Aspect Ratio': aspect_ratio, 'Roughness': roughness, 'Radial Roughness': radial_roughness, 'Coat': coat, 'IOR': ior, 'Offset': offset, 'Random Color': random_color, 'Random Roughness': random_roughness, 'Random': random, 'Weight': weight, 'R lobe': reflection, 'TT lobe': transmission, 'TRT lobe': secondary_reflection}, model=model, parametrization=parametrization)
    return node._out

principled_volume(color=None, color_attribute=None, density=None, density_attribute=None, anisotropy=None, absorption_color=None, emission_strength=None, emission_color=None, blackbody_intensity=None, blackbody_tint=None, temperature=None, temperature_attribute=None, weight=None) classmethod

Node Principled Volume

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
color_attribute String

socket 'Color Attribute' (id: Color Attribute)

None
density Float

socket 'Density' (id: Density)

None
density_attribute String

socket 'Density Attribute' (id: Density Attribute)

None
anisotropy Float

socket 'Anisotropy' (id: Anisotropy)

None
absorption_color Color

socket 'Absorption Color' (id: Absorption Color)

None
emission_strength Float

socket 'Emission Strength' (id: Emission Strength)

None
emission_color Color

socket 'Emission Color' (id: Emission Color)

None
blackbody_intensity Float

socket 'Blackbody Intensity' (id: Blackbody Intensity)

None
blackbody_tint Color

socket 'Blackbody Tint' (id: Blackbody Tint)

None
temperature Float

socket 'Temperature' (id: Temperature)

None
temperature_attribute String

socket 'Temperature Attribute' (id: Temperature Attribute)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
VolumeShader
Source code in core/generated/static_snd.py
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@classmethod
def principled_volume(cls,
                color: Color = None,
                color_attribute: String = None,
                density: Float = None,
                density_attribute: String = None,
                anisotropy: Float = None,
                absorption_color: Color = None,
                emission_strength: Float = None,
                emission_color: Color = None,
                blackbody_intensity: Float = None,
                blackbody_tint: Color = None,
                temperature: Float = None,
                temperature_attribute: String = None,
                weight: Float = None):
    """ > Node Principled Volume

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    color_attribute : String, optional
        socket 'Color Attribute' (id: Color Attribute)

    density : Float, optional
        socket 'Density' (id: Density)

    density_attribute : String, optional
        socket 'Density Attribute' (id: Density Attribute)

    anisotropy : Float, optional
        socket 'Anisotropy' (id: Anisotropy)

    absorption_color : Color, optional
        socket 'Absorption Color' (id: Absorption Color)

    emission_strength : Float, optional
        socket 'Emission Strength' (id: Emission Strength)

    emission_color : Color, optional
        socket 'Emission Color' (id: Emission Color)

    blackbody_intensity : Float, optional
        socket 'Blackbody Intensity' (id: Blackbody Intensity)

    blackbody_tint : Color, optional
        socket 'Blackbody Tint' (id: Blackbody Tint)

    temperature : Float, optional
        socket 'Temperature' (id: Temperature)

    temperature_attribute : String, optional
        socket 'Temperature Attribute' (id: Temperature Attribute)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    VolumeShader
    """
    node = Node('Principled Volume', {'Color': color, 'Color Attribute': color_attribute, 'Density': density, 'Density Attribute': density_attribute, 'Anisotropy': anisotropy, 'Absorption Color': absorption_color, 'Emission Strength': emission_strength, 'Emission Color': emission_color, 'Blackbody Intensity': blackbody_intensity, 'Blackbody Tint': blackbody_tint, 'Temperature': temperature, 'Temperature Attribute': temperature_attribute, 'Weight': weight})
    return node._out

radial_tiling(vector=None, sides=None, roundness=None, normalize=False) classmethod

Node Radial Tiling

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
sides Float

socket 'Sides' (id: Sides)

None
roundness Float

socket 'Roundness' (id: Roundness)

None
normalize bool

parameter normalize

False

Returns:

Type Description
Vector

peer sockets: segment_id_ (Float), segment_width_ (Float), segment_rotation_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def radial_tiling(cls,
                vector: Vector = None,
                sides: Float = None,
                roundness: Float = None,
                normalize = False):
    """ > Node Radial Tiling

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    sides : Float, optional
        socket 'Sides' (id: Sides)

    roundness : Float, optional
        socket 'Roundness' (id: Roundness)

    normalize : bool
        parameter `normalize`


    Returns
    -------
    Vector
        peer sockets: segment_id_ (Float), segment_width_ (Float), segment_rotation_ (Float)

    """
    node = Node('Radial Tiling', {'Vector': vector, 'Sides': sides, 'Roundness': roundness}, normalize=normalize)
    return node._out

ray_portal_bsdf(color=None, position=None, direction=None, weight=None) classmethod

Node Ray Portal BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
position Vector

socket 'Position' (id: Position)

None
direction Vector

socket 'Direction' (id: Direction)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def ray_portal_bsdf(cls,
                color: Color = None,
                position: Vector = None,
                direction: Vector = None,
                weight: Float = None):
    """ > Node Ray Portal BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    position : Vector, optional
        socket 'Position' (id: Position)

    direction : Vector, optional
        socket 'Direction' (id: Direction)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Ray Portal BSDF', {'Color': color, 'Position': position, 'Direction': direction, 'Weight': weight})
    return node._out

raycast(position=None, direction=None, length=None, only_local=False) classmethod

Node Raycast

Parameters:

Name Type Description Default
position Vector

socket 'Position' (id: Position)

None
direction Vector

socket 'Direction' (id: Direction)

None
length Float

socket 'Length' (id: Length)

None
only_local bool

parameter only_local

False

Returns:

Type Description
Float

peer sockets: self_hit_ (Float), hit_distance_ (Float), hit_position_ (Vector), hit_normal_ (Vector)

Source code in core/generated/static_snd.py
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@classmethod
def raycast(cls,
                position: Vector = None,
                direction: Vector = None,
                length: Float = None,
                only_local = False):
    """ > Node Raycast

    Parameters
    ----------
    position : Vector, optional
        socket 'Position' (id: Position)

    direction : Vector, optional
        socket 'Direction' (id: Direction)

    length : Float, optional
        socket 'Length' (id: Length)

    only_local : bool
        parameter `only_local`


    Returns
    -------
    Float
        peer sockets: self_hit_ (Float), hit_distance_ (Float), hit_position_ (Vector), hit_normal_ (Vector)

    """
    node = Node('Raycast', {'Position': position, 'Direction': direction, 'Length': length}, only_local=only_local)
    return node._out

refraction_bsdf(color=None, roughness=None, ior=None, normal=None, weight=None, distribution='BECKMANN') classmethod

Node Refraction BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
ior Float

socket 'IOR' (id: IOR)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None
distribution Literal['Beckmann', 'GGX']

parameter distribution

'BECKMANN'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def refraction_bsdf(cls,
                color: Color = None,
                roughness: Float = None,
                ior: Float = None,
                normal: Vector = None,
                weight: Float = None,
                distribution: Literal['BECKMANN', 'GGX'] = 'BECKMANN'):
    """ > Node Refraction BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    ior : Float, optional
        socket 'IOR' (id: IOR)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    distribution : Literal['Beckmann', 'GGX']
        parameter `distribution`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Refraction BSDF', 'distribution', distribution, 'refraction_bsdf', ('BECKMANN', 'GGX'))
    node = Node('Refraction BSDF', {'Color': color, 'Roughness': roughness, 'IOR': ior, 'Normal': normal, 'Weight': weight}, distribution=distribution)
    return node._out

repeat_input(iterations=None) classmethod

Node Repeat Input

Parameters:

Name Type Description Default
iterations Integer

socket 'Iterations' (id: Iterations)

None

Returns:

Type Description
Integer
Source code in core/generated/static_snd.py
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@classmethod
def repeat_input(cls, iterations: Integer = None):
    """ > Node Repeat Input

    Parameters
    ----------
    iterations : Integer, optional
        socket 'Iterations' (id: Iterations)


    Returns
    -------
    Integer
    """
    node = Node('Repeat Input', {'Iterations': iterations})
    return node._out

repeat_output(inspection_index=0) classmethod

Node Repeat Output

Parameters:

Name Type Description Default
inspection_index int

parameter inspection_index

0

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def repeat_output(cls, inspection_index = 0):
    """ > Node Repeat Output

    Parameters
    ----------
    inspection_index : int
        parameter `inspection_index`


    Returns
    -------
    None
    """
    node = Node('Repeat Output', inspection_index=inspection_index)
    return node._out

reroute(input=None, socket_idname='NodeSocketColor') classmethod

Node Reroute

Parameters:

Name Type Description Default
input Color

socket 'Input' (id: Input)

None
socket_idname str

parameter socket_idname

'NodeSocketColor'

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def reroute(cls, input: Color = None, socket_idname = 'NodeSocketColor'):
    """ > Node Reroute

    Parameters
    ----------
    input : Color, optional
        socket 'Input' (id: Input)

    socket_idname : str
        parameter `socket_idname`


    Returns
    -------
    Color
    """
    node = Node('Reroute', {'Input': input}, socket_idname=socket_idname)
    return node._out

rgb_curves(color=None, factor=None) classmethod

Node RGB Curves

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
factor Float

socket 'Factor' (id: Fac)

None

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def rgb_curves(cls, color: Color = None, factor: Float = None):
    """ > Node RGB Curves

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    factor : Float, optional
        socket 'Factor' (id: Fac)


    Returns
    -------
    Color
    """
    node = NodeCurves('RGB Curves', {'Color': color, 'Fac': factor})
    return node._out

rgb_to_bw(color=None) classmethod

Node RGB to BW

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def rgb_to_bw(cls, color: Color = None):
    """ > Node RGB to BW

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)


    Returns
    -------
    Float
    """
    node = Node('RGB to BW', {'Color': color})
    return node._out

script(bytecode='', bytecode_hash='', filepath='', mode='INTERNAL', script=None, use_auto_update=False) classmethod

Node Script

Parameters:

Name Type Description Default
bytecode str

parameter bytecode

''
bytecode_hash str

parameter bytecode_hash

''
filepath str

parameter filepath

''
mode Literal['Internal', 'External']

parameter mode

'INTERNAL'
script NoneType

parameter script

None
use_auto_update bool

parameter use_auto_update

False

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def script(cls,
                bytecode = '',
                bytecode_hash = '',
                filepath = '',
                mode: Literal['INTERNAL', 'EXTERNAL'] = 'INTERNAL',
                script = None,
                use_auto_update = False):
    """ > Node Script

    Parameters
    ----------
    bytecode : str
        parameter `bytecode`

    bytecode_hash : str
        parameter `bytecode_hash`

    filepath : str
        parameter `filepath`

    mode : Literal['Internal', 'External']
        parameter `mode`

    script : NoneType
        parameter `script`

    use_auto_update : bool
        parameter `use_auto_update`


    Returns
    -------
    None
    """
    utils.check_enum_arg('Script', 'mode', mode, 'script', ('INTERNAL', 'EXTERNAL'))
    node = Node('Script', bytecode=bytecode, bytecode_hash=bytecode_hash, filepath=filepath, mode=mode, script=script, use_auto_update=use_auto_update)
    return node._out

separate_bundle(named_sockets={}, bundle=None, define_signature=False, **sockets) classmethod

Node Separate Bundle

Parameters:

Name Type Description Default
named_sockets dict

Sockets created with string names

{}
bundle Bundle

socket 'Bundle' (id: Bundle)

None
define_signature bool

parameter define_signature

False
sockets dict

Socket created with python name attributes

{}

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def separate_bundle(cls,
                named_sockets: dict = {},
                bundle: Bundle = None,
                define_signature = False,
                **sockets):
    """ > Node Separate Bundle

    Parameters
    ----------
    named_sockets : dict, default={}
        Sockets created with string names

    bundle : Bundle, optional
        socket 'Bundle' (id: Bundle)

    define_signature : bool
        parameter `define_signature`

    sockets : dict, default={}
        Socket created with python name attributes

    Returns
    -------
    None
    """
    node = Node('Separate Bundle', {'Bundle': bundle, **named_sockets}, define_signature=define_signature, **sockets)
    return node

separate_color(color=None, mode='RGB') classmethod

Node Separate Color

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
mode Literal['RGB', 'HSV', 'HSL']

parameter mode

'RGB'

Returns:

Type Description
Float

peer sockets: green_ (Float), blue_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def separate_color(cls, color: Color = None, mode: Literal['RGB', 'HSV', 'HSL'] = 'RGB'):
    """ > Node Separate Color

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    mode : Literal['RGB', 'HSV', 'HSL']
        parameter `mode`


    Returns
    -------
    Float
        peer sockets: green_ (Float), blue_ (Float)

    """
    utils.check_enum_arg('Separate Color', 'mode', mode, 'separate_color', ('RGB', 'HSV', 'HSL'))
    node = Node('Separate Color', {'Color': color}, mode=mode)
    return node

separate_xyz(vector=None) classmethod

Node Separate XYZ

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None

Returns:

Type Description
Float

peer sockets: y_ (Float), z_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def separate_xyz(cls, vector: Vector = None):
    """ > Node Separate XYZ

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)


    Returns
    -------
    Float
        peer sockets: y_ (Float), z_ (Float)

    """
    node = Node('Separate XYZ', {'Vector': vector})
    return node

shader_to_rgb(shader=None) classmethod

Node Shader to RGB

Parameters:

Name Type Description Default
shader Shader

socket 'Shader' (id: Shader)

None

Returns:

Type Description
Color

peer sockets: alpha_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def shader_to_rgb(cls, shader: Shader = None):
    """ > Node Shader to RGB

    Parameters
    ----------
    shader : Shader, optional
        socket 'Shader' (id: Shader)


    Returns
    -------
    Color
        peer sockets: alpha_ (Float)

    """
    node = Node('Shader to RGB', {'Shader': shader})
    return node._out

sheen_bsdf(color=None, roughness=None, normal=None, weight=None, distribution='MICROFIBER') classmethod

Node Sheen BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None
distribution Literal['Ashikhmin', 'Microfiber']

parameter distribution

'MICROFIBER'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def sheen_bsdf(cls,
                color: Color = None,
                roughness: Float = None,
                normal: Vector = None,
                weight: Float = None,
                distribution: Literal['ASHIKHMIN', 'MICROFIBER'] = 'MICROFIBER'):
    """ > Node Sheen BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    distribution : Literal['Ashikhmin', 'Microfiber']
        parameter `distribution`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Sheen BSDF', 'distribution', distribution, 'sheen_bsdf', ('ASHIKHMIN', 'MICROFIBER'))
    node = Node('Sheen BSDF', {'Color': color, 'Roughness': roughness, 'Normal': normal, 'Weight': weight}, distribution=distribution)
    return node._out

sky_texture(vector=None, aerosol_density=1.0, air_density=1.0, altitude=100.0, ground_albedo=0.30000001192092896, ozone_density=1.0, sky_type='MULTIPLE_SCATTERING', sun_disc=True, sun_elevation=0.2617993950843811, sun_intensity=1.0, sun_rotation=0.0, sun_size=0.009512044489383698, turbidity=2.200000047683716) classmethod

Node Sky Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
aerosol_density float

parameter aerosol_density

1.0
air_density float

parameter air_density

1.0
altitude float

parameter altitude

100.0
ground_albedo float

parameter ground_albedo

0.30000001192092896
ozone_density float

parameter ozone_density

1.0
sky_type Literal['Single Scattering', 'Multiple Scattering', 'Preetham', 'Hosek / Wilkie']

parameter sky_type

'MULTIPLE_SCATTERING'
sun_disc bool

parameter sun_disc

True
sun_elevation float

parameter sun_elevation

0.2617993950843811
sun_intensity float

parameter sun_intensity

1.0
sun_rotation float

parameter sun_rotation

0.0
sun_size float

parameter sun_size

0.009512044489383698
turbidity float

parameter turbidity

2.200000047683716

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def sky_texture(cls,
                vector: Vector = None,
                aerosol_density = 1.0,
                air_density = 1.0,
                altitude = 100.0,
                ground_albedo = 0.30000001192092896,
                ozone_density = 1.0,
                sky_type: Literal['SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE'] = 'MULTIPLE_SCATTERING',
                sun_disc = True,
                sun_elevation = 0.2617993950843811,
                sun_intensity = 1.0,
                sun_rotation = 0.0,
                sun_size = 0.009512044489383698,
                turbidity = 2.200000047683716):
    """ > Node Sky Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    aerosol_density : float
        parameter `aerosol_density`

    air_density : float
        parameter `air_density`

    altitude : float
        parameter `altitude`

    ground_albedo : float
        parameter `ground_albedo`

    ozone_density : float
        parameter `ozone_density`

    sky_type : Literal['Single Scattering', 'Multiple Scattering', 'Preetham', 'Hosek / Wilkie']
        parameter `sky_type`

    sun_disc : bool
        parameter `sun_disc`

    sun_elevation : float
        parameter `sun_elevation`

    sun_intensity : float
        parameter `sun_intensity`

    sun_rotation : float
        parameter `sun_rotation`

    sun_size : float
        parameter `sun_size`

    turbidity : float
        parameter `turbidity`


    Returns
    -------
    Color
    """
    utils.check_enum_arg('Sky Texture', 'sky_type', sky_type, 'sky_texture', ('SINGLE_SCATTERING', 'MULTIPLE_SCATTERING', 'PREETHAM', 'HOSEK_WILKIE'))
    node = Node('Sky Texture', {'Vector': vector}, aerosol_density=aerosol_density, air_density=air_density, altitude=altitude, ground_albedo=ground_albedo, ozone_density=ozone_density, sky_type=sky_type, sun_disc=sun_disc, sun_elevation=sun_elevation, sun_intensity=sun_intensity, sun_rotation=sun_rotation, sun_size=sun_size, turbidity=turbidity)
    return node._out

specular_bsdf(base_color=None, specular=None, roughness=None, emissive_color=None, transparency=None, normal=None, clear_coat=None, clear_coat_roughness=None, clear_coat_normal=None, weight=None) classmethod

Node Specular BSDF

Parameters:

Name Type Description Default
base_color Color

socket 'Base Color' (id: Base Color)

None
specular Color

socket 'Specular' (id: Specular)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
emissive_color Color

socket 'Emissive Color' (id: Emissive Color)

None
transparency Float

socket 'Transparency' (id: Transparency)

None
normal Vector

socket 'Normal' (id: Normal)

None
clear_coat Float

socket 'Clear Coat' (id: Clear Coat)

None
clear_coat_roughness Float

socket 'Clear Coat Roughness' (id: Clear Coat Roughness)

None
clear_coat_normal Vector

socket 'Clear Coat Normal' (id: Clear Coat Normal)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def specular_bsdf(cls,
                base_color: Color = None,
                specular: Color = None,
                roughness: Float = None,
                emissive_color: Color = None,
                transparency: Float = None,
                normal: Vector = None,
                clear_coat: Float = None,
                clear_coat_roughness: Float = None,
                clear_coat_normal: Vector = None,
                weight: Float = None):
    """ > Node Specular BSDF

    Parameters
    ----------
    base_color : Color, optional
        socket 'Base Color' (id: Base Color)

    specular : Color, optional
        socket 'Specular' (id: Specular)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    emissive_color : Color, optional
        socket 'Emissive Color' (id: Emissive Color)

    transparency : Float, optional
        socket 'Transparency' (id: Transparency)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    clear_coat : Float, optional
        socket 'Clear Coat' (id: Clear Coat)

    clear_coat_roughness : Float, optional
        socket 'Clear Coat Roughness' (id: Clear Coat Roughness)

    clear_coat_normal : Vector, optional
        socket 'Clear Coat Normal' (id: Clear Coat Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Specular BSDF', {'Base Color': base_color, 'Specular': specular, 'Roughness': roughness, 'Emissive Color': emissive_color, 'Transparency': transparency, 'Normal': normal, 'Clear Coat': clear_coat, 'Clear Coat Roughness': clear_coat_roughness, 'Clear Coat Normal': clear_coat_normal, 'Weight': weight})
    return node._out

subsurface_scattering(color=None, scale=None, radius=None, ior=None, roughness=None, anisotropy=None, normal=None, weight=None, falloff='RANDOM_WALK') classmethod

Node Subsurface Scattering

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
scale Float

socket 'Scale' (id: Scale)

None
radius Vector

socket 'Radius' (id: Radius)

None
ior Float

socket 'IOR' (id: IOR)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
anisotropy Float

socket 'Anisotropy' (id: Anisotropy)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None
falloff Literal['Christensen-Burley', 'Random Walk', 'Random Walk (Skin)']

parameter falloff

'RANDOM_WALK'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def subsurface_scattering(cls,
                color: Color = None,
                scale: Float = None,
                radius: Vector = None,
                ior: Float = None,
                roughness: Float = None,
                anisotropy: Float = None,
                normal: Vector = None,
                weight: Float = None,
                falloff: Literal['BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'] = 'RANDOM_WALK'):
    """ > Node Subsurface Scattering

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    radius : Vector, optional
        socket 'Radius' (id: Radius)

    ior : Float, optional
        socket 'IOR' (id: IOR)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    anisotropy : Float, optional
        socket 'Anisotropy' (id: Anisotropy)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    falloff : Literal['Christensen-Burley', 'Random Walk', 'Random Walk (Skin)']
        parameter `falloff`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Subsurface Scattering', 'falloff', falloff, 'subsurface_scattering', ('BURLEY', 'RANDOM_WALK', 'RANDOM_WALK_SKIN'))
    node = Node('Subsurface Scattering', {'Color': color, 'Scale': scale, 'Radius': radius, 'IOR': ior, 'Roughness': roughness, 'Anisotropy': anisotropy, 'Normal': normal, 'Weight': weight}, falloff=falloff)
    return node._out

tangent(axis='Z', direction_type='RADIAL', uv_map='') classmethod

Node Tangent

Parameters:

Name Type Description Default
axis Literal['X', 'Y', 'Z']

parameter axis

'Z'
direction_type Literal['Radial', 'UV Map']

parameter direction_type

'RADIAL'
uv_map str

parameter uv_map

''

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def tangent(cls,
                axis: Literal['X', 'Y', 'Z'] = 'Z',
                direction_type: Literal['RADIAL', 'UV_MAP'] = 'RADIAL',
                uv_map = ''):
    """ > Node Tangent

    Parameters
    ----------
    axis : Literal['X', 'Y', 'Z']
        parameter `axis`

    direction_type : Literal['Radial', 'UV Map']
        parameter `direction_type`

    uv_map : str
        parameter `uv_map`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Tangent', 'axis', axis, 'tangent', ('X', 'Y', 'Z'))
    utils.check_enum_arg('Tangent', 'direction_type', direction_type, 'tangent', ('RADIAL', 'UV_MAP'))
    node = Node('Tangent', axis=axis, direction_type=direction_type, uv_map=uv_map)
    return node._out

texture_coordinate(from_instancer=False, object=None) classmethod

Node Texture Coordinate

Parameters:

Name Type Description Default
from_instancer bool

parameter from_instancer

False
object NoneType

parameter object

None

Returns:

Type Description
Vector

peer sockets: normal_ (Vector), uv_ (Vector), object_ (Vector), camera_ (Vector), window_ (Vector), reflection_ (Vector)

Source code in core/generated/static_snd.py
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@classmethod
def texture_coordinate(cls, from_instancer = False, object = None):
    """ > Node Texture Coordinate

    Parameters
    ----------
    from_instancer : bool
        parameter `from_instancer`

    object : NoneType
        parameter `object`


    Returns
    -------
    Vector
        peer sockets: normal_ (Vector), uv_ (Vector), object_ (Vector), camera_ (Vector), window_ (Vector), reflection_ (Vector)

    """
    node = Node('Texture Coordinate', from_instancer=from_instancer, object=object)
    return node

toon_bsdf(color=None, size=None, smooth=None, normal=None, weight=None, component='DIFFUSE') classmethod

Node Toon BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
size Float

socket 'Size' (id: Size)

None
smooth Float

socket 'Smooth' (id: Smooth)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None
component Literal['Diffuse', 'Glossy']

parameter component

'DIFFUSE'

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def toon_bsdf(cls,
                color: Color = None,
                size: Float = None,
                smooth: Float = None,
                normal: Vector = None,
                weight: Float = None,
                component: Literal['DIFFUSE', 'GLOSSY'] = 'DIFFUSE'):
    """ > Node Toon BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    size : Float, optional
        socket 'Size' (id: Size)

    smooth : Float, optional
        socket 'Smooth' (id: Smooth)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    component : Literal['Diffuse', 'Glossy']
        parameter `component`


    Returns
    -------
    Shader
    """
    utils.check_enum_arg('Toon BSDF', 'component', component, 'toon_bsdf', ('DIFFUSE', 'GLOSSY'))
    node = Node('Toon BSDF', {'Color': color, 'Size': size, 'Smooth': smooth, 'Normal': normal, 'Weight': weight}, component=component)
    return node._out

translucent_bsdf(color=None, normal=None, weight=None) classmethod

Node Translucent BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
normal Vector

socket 'Normal' (id: Normal)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def translucent_bsdf(cls, color: Color = None, normal: Vector = None, weight: Float = None):
    """ > Node Translucent BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    normal : Vector, optional
        socket 'Normal' (id: Normal)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Translucent BSDF', {'Color': color, 'Normal': normal, 'Weight': weight})
    return node._out

transparent_bsdf(color=None, weight=None) classmethod

Node Transparent BSDF

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
Shader
Source code in core/generated/static_snd.py
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@classmethod
def transparent_bsdf(cls, color: Color = None, weight: Float = None):
    """ > Node Transparent BSDF

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    Shader
    """
    node = Node('Transparent BSDF', {'Color': color, 'Weight': weight})
    return node._out

uv_along_stroke(use_tips=False) classmethod

Node UV Along Stroke

Parameters:

Name Type Description Default
use_tips bool

parameter use_tips

False

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def uv_along_stroke(cls, use_tips = False):
    """ > Node UV Along Stroke

    Parameters
    ----------
    use_tips : bool
        parameter `use_tips`


    Returns
    -------
    Vector
    """
    node = Node('UV Along Stroke', use_tips=use_tips)
    return node._out

uv_map(from_instancer=False, uv_map='') classmethod

Node UV Map

Parameters:

Name Type Description Default
from_instancer bool

parameter from_instancer

False
uv_map str

parameter uv_map

''

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def uv_map(cls, from_instancer = False, uv_map = ''):
    """ > Node UV Map

    Parameters
    ----------
    from_instancer : bool
        parameter `from_instancer`

    uv_map : str
        parameter `uv_map`


    Returns
    -------
    Vector
    """
    node = Node('UV Map', from_instancer=from_instancer, uv_map=uv_map)
    return node._out

value()

Node Value

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@utils.classproperty
def value(self):
    """ > Node Value

    Returns
    -------
    Float
    """
    node = Node('Value', )
    return node._out

vector_curves(vector=None, factor=None) classmethod

Node Vector Curves

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
factor Float

socket 'Factor' (id: Fac)

None

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def vector_curves(cls, vector: Vector = None, factor: Float = None):
    """ > Node Vector Curves

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    factor : Float, optional
        socket 'Factor' (id: Fac)


    Returns
    -------
    Vector
    """
    node = NodeCurves('Vector Curves', {'Vector': vector, 'Fac': factor})
    return node._out

vector_displacement(vector=None, midlevel=None, scale=None, space='TANGENT') classmethod

Node Vector Displacement

Parameters:

Name Type Description Default
vector Color

socket 'Vector' (id: Vector)

None
midlevel Float

socket 'Midlevel' (id: Midlevel)

None
scale Float

socket 'Scale' (id: Scale)

None
space Literal['Tangent Space', 'Object Space', 'World Space']

parameter space

'TANGENT'

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def vector_displacement(cls,
                vector: Color = None,
                midlevel: Float = None,
                scale: Float = None,
                space: Literal['TANGENT', 'OBJECT', 'WORLD'] = 'TANGENT'):
    """ > Node Vector Displacement

    Parameters
    ----------
    vector : Color, optional
        socket 'Vector' (id: Vector)

    midlevel : Float, optional
        socket 'Midlevel' (id: Midlevel)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    space : Literal['Tangent Space', 'Object Space', 'World Space']
        parameter `space`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Vector Displacement', 'space', space, 'vector_displacement', ('TANGENT', 'OBJECT', 'WORLD'))
    node = Node('Vector Displacement', {'Vector': vector, 'Midlevel': midlevel, 'Scale': scale}, space=space)
    return node._out

vector_math(vector=None, vector_1=None, vector_2=None, scale=None, operation='ADD') classmethod

Node Vector Math

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
vector_1 Vector

socket 'Vector' (id: Vector_001)

None
vector_2 Vector

socket 'Vector' (id: Vector_002)

None
scale Float

socket 'Scale' (id: Scale)

None
operation Literal['Add', 'Subtract', 'Multiply', 'Divide', 'Multiply Add', 'Cross Product', 'Project', 'Reflect', 'Refract', 'Faceforward', 'Dot Product', 'Distance', 'Length', 'Scale', 'Normalize', 'Absolute', 'Power', 'Sign', 'Minimum', 'Maximum', 'Round', 'Floor', 'Ceil', 'Fraction', 'Modulo', 'Wrap', 'Snap', 'Sine', 'Cosine', 'Tangent']

parameter operation

'ADD'

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def vector_math(cls,
                vector: Vector = None,
                vector_1: Vector = None,
                vector_2: Vector = None,
                scale: Float = None,
                operation: Literal['ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'CROSS_PRODUCT', 'PROJECT', 'REFLECT', 'REFRACT', 'FACEFORWARD', 'DOT_PRODUCT', 'DISTANCE', 'LENGTH', 'SCALE', 'NORMALIZE', 'ABSOLUTE', 'POWER', 'SIGN', 'MINIMUM', 'MAXIMUM', 'ROUND', 'FLOOR', 'CEIL', 'FRACTION', 'MODULO', 'WRAP', 'SNAP', 'SINE', 'COSINE', 'TANGENT'] = 'ADD'):
    """ > Node Vector Math

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    vector_1 : Vector, optional
        socket 'Vector' (id: Vector_001)

    vector_2 : Vector, optional
        socket 'Vector' (id: Vector_002)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    operation : Literal['Add', 'Subtract', 'Multiply', 'Divide', 'Multiply Add', 'Cross Product', 'Project', 'Reflect', 'Refract', 'Faceforward', 'Dot Product', 'Distance', 'Length', 'Scale', 'Normalize', 'Absolute', 'Power', 'Sign', 'Minimum', 'Maximum', 'Round', 'Floor', 'Ceil', 'Fraction', 'Modulo', 'Wrap', 'Snap', 'Sine', 'Cosine', 'Tangent']
        parameter `operation`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Vector Math', 'operation', operation, 'vector_math', ('ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE', 'MULTIPLY_ADD', 'CROSS_PRODUCT', 'PROJECT', 'REFLECT', 'REFRACT', 'FACEFORWARD', 'DOT_PRODUCT', 'DISTANCE', 'LENGTH', 'SCALE', 'NORMALIZE', 'ABSOLUTE', 'POWER', 'SIGN', 'MINIMUM', 'MAXIMUM', 'ROUND', 'FLOOR', 'CEIL', 'FRACTION', 'MODULO', 'WRAP', 'SNAP', 'SINE', 'COSINE', 'TANGENT'))
    node = Node('Vector Math', {'Vector': vector, 'Vector_001': vector_1, 'Vector_002': vector_2, 'Scale': scale}, operation=operation)
    return node._out

vector_rotate(vector=None, center=None, axis=None, angle=None, rotation=None, invert=False, rotation_type='AXIS_ANGLE') classmethod

Node Vector Rotate

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
center Vector

socket 'Center' (id: Center)

None
axis Vector

socket 'Axis' (id: Axis)

None
angle Float

socket 'Angle' (id: Angle)

None
rotation Vector

socket 'Rotation' (id: Rotation)

None
invert bool

parameter invert

False
rotation_type Literal['Axis Angle', 'X Axis', 'Y Axis', 'Z Axis', 'Euler']

parameter rotation_type

'AXIS_ANGLE'

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def vector_rotate(cls,
                vector: Vector = None,
                center: Vector = None,
                axis: Vector = None,
                angle: Float = None,
                rotation: Vector = None,
                invert = False,
                rotation_type: Literal['AXIS_ANGLE', 'X_AXIS', 'Y_AXIS', 'Z_AXIS', 'EULER_XYZ'] = 'AXIS_ANGLE'):
    """ > Node Vector Rotate

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    center : Vector, optional
        socket 'Center' (id: Center)

    axis : Vector, optional
        socket 'Axis' (id: Axis)

    angle : Float, optional
        socket 'Angle' (id: Angle)

    rotation : Vector, optional
        socket 'Rotation' (id: Rotation)

    invert : bool
        parameter `invert`

    rotation_type : Literal['Axis Angle', 'X Axis', 'Y Axis', 'Z Axis', 'Euler']
        parameter `rotation_type`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Vector Rotate', 'rotation_type', rotation_type, 'vector_rotate', ('AXIS_ANGLE', 'X_AXIS', 'Y_AXIS', 'Z_AXIS', 'EULER_XYZ'))
    node = Node('Vector Rotate', {'Vector': vector, 'Center': center, 'Axis': axis, 'Angle': angle, 'Rotation': rotation}, invert=invert, rotation_type=rotation_type)
    return node._out

vector_transform(vector=None, convert_from='WORLD', convert_to='OBJECT', vector_type='VECTOR') classmethod

Node Vector Transform

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
convert_from Literal['World', 'Object', 'Camera']

parameter convert_from

'WORLD'
convert_to Literal['World', 'Object', 'Camera']

parameter convert_to

'OBJECT'
vector_type Literal['Point', 'Vector', 'Normal']

parameter vector_type

'VECTOR'

Returns:

Type Description
Vector
Source code in core/generated/static_snd.py
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@classmethod
def vector_transform(cls,
                vector: Vector = None,
                convert_from: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'WORLD',
                convert_to: Literal['WORLD', 'OBJECT', 'CAMERA'] = 'OBJECT',
                vector_type: Literal['POINT', 'VECTOR', 'NORMAL'] = 'VECTOR'):
    """ > Node Vector Transform

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    convert_from : Literal['World', 'Object', 'Camera']
        parameter `convert_from`

    convert_to : Literal['World', 'Object', 'Camera']
        parameter `convert_to`

    vector_type : Literal['Point', 'Vector', 'Normal']
        parameter `vector_type`


    Returns
    -------
    Vector
    """
    utils.check_enum_arg('Vector Transform', 'convert_from', convert_from, 'vector_transform', ('WORLD', 'OBJECT', 'CAMERA'))
    utils.check_enum_arg('Vector Transform', 'convert_to', convert_to, 'vector_transform', ('WORLD', 'OBJECT', 'CAMERA'))
    utils.check_enum_arg('Vector Transform', 'vector_type', vector_type, 'vector_transform', ('POINT', 'VECTOR', 'NORMAL'))
    node = Node('Vector Transform', {'Vector': vector}, convert_from=convert_from, convert_to=convert_to, vector_type=vector_type)
    return node._out

volume_absorption(color=None, density=None, weight=None) classmethod

Node Volume Absorption

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
density Float

socket 'Density' (id: Density)

None
weight Float

socket 'Weight' (id: Weight)

None

Returns:

Type Description
VolumeShader
Source code in core/generated/static_snd.py
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@classmethod
def volume_absorption(cls, color: Color = None, density: Float = None, weight: Float = None):
    """ > Node Volume Absorption

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    density : Float, optional
        socket 'Density' (id: Density)

    weight : Float, optional
        socket 'Weight' (id: Weight)


    Returns
    -------
    VolumeShader
    """
    node = Node('Volume Absorption', {'Color': color, 'Density': density, 'Weight': weight})
    return node._out

volume_coefficients(weight=None, absorption_coefficients=None, scatter_coefficients=None, anisotropy=None, ior=None, backscatter=None, alpha=None, diameter=None, emission_coefficients=None, phase='HENYEY_GREENSTEIN') classmethod

Node Volume Coefficients

Parameters:

Name Type Description Default
weight Float

socket 'Weight' (id: Weight)

None
absorption_coefficients Vector

socket 'Absorption Coefficients' (id: Absorption Coefficients)

None
scatter_coefficients Vector

socket 'Scatter Coefficients' (id: Scatter Coefficients)

None
anisotropy Float

socket 'Anisotropy' (id: Anisotropy)

None
ior Float

socket 'IOR' (id: IOR)

None
backscatter Float

socket 'Backscatter' (id: Backscatter)

None
alpha Float

socket 'Alpha' (id: Alpha)

None
diameter Float

socket 'Diameter' (id: Diameter)

None
emission_coefficients Vector

socket 'Emission Coefficients' (id: Emission Coefficients)

None
phase Literal['Henyey-Greenstein', 'Fournier-Forand', 'Draine', 'Rayleigh', 'Mie']

parameter phase

'HENYEY_GREENSTEIN'

Returns:

Type Description
VolumeShader
Source code in core/generated/static_snd.py
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@classmethod
def volume_coefficients(cls,
                weight: Float = None,
                absorption_coefficients: Vector = None,
                scatter_coefficients: Vector = None,
                anisotropy: Float = None,
                ior: Float = None,
                backscatter: Float = None,
                alpha: Float = None,
                diameter: Float = None,
                emission_coefficients: Vector = None,
                phase: Literal['HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'] = 'HENYEY_GREENSTEIN'):
    """ > Node Volume Coefficients

    Parameters
    ----------
    weight : Float, optional
        socket 'Weight' (id: Weight)

    absorption_coefficients : Vector, optional
        socket 'Absorption Coefficients' (id: Absorption Coefficients)

    scatter_coefficients : Vector, optional
        socket 'Scatter Coefficients' (id: Scatter Coefficients)

    anisotropy : Float, optional
        socket 'Anisotropy' (id: Anisotropy)

    ior : Float, optional
        socket 'IOR' (id: IOR)

    backscatter : Float, optional
        socket 'Backscatter' (id: Backscatter)

    alpha : Float, optional
        socket 'Alpha' (id: Alpha)

    diameter : Float, optional
        socket 'Diameter' (id: Diameter)

    emission_coefficients : Vector, optional
        socket 'Emission Coefficients' (id: Emission Coefficients)

    phase : Literal['Henyey-Greenstein', 'Fournier-Forand', 'Draine', 'Rayleigh', 'Mie']
        parameter `phase`


    Returns
    -------
    VolumeShader
    """
    utils.check_enum_arg('Volume Coefficients', 'phase', phase, 'volume_coefficients', ('HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'))
    node = Node('Volume Coefficients', {'Weight': weight, 'Absorption Coefficients': absorption_coefficients, 'Scatter Coefficients': scatter_coefficients, 'Anisotropy': anisotropy, 'IOR': ior, 'Backscatter': backscatter, 'Alpha': alpha, 'Diameter': diameter, 'Emission Coefficients': emission_coefficients}, phase=phase)
    return node._out

volume_info() classmethod

Node Volume Info

Returns:

Type Description
Color

peer sockets: density_ (Float), flame_ (Float), temperature_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def volume_info(cls):
    """ > Node Volume Info

    Returns
    -------
    Color
        peer sockets: density_ (Float), flame_ (Float), temperature_ (Float)

    """
    node = Node('Volume Info', )
    return node

volume_scatter(color=None, density=None, anisotropy=None, ior=None, backscatter=None, alpha=None, diameter=None, weight=None, phase='HENYEY_GREENSTEIN') classmethod

Node Volume Scatter

Parameters:

Name Type Description Default
color Color

socket 'Color' (id: Color)

None
density Float

socket 'Density' (id: Density)

None
anisotropy Float

socket 'Anisotropy' (id: Anisotropy)

None
ior Float

socket 'IOR' (id: IOR)

None
backscatter Float

socket 'Backscatter' (id: Backscatter)

None
alpha Float

socket 'Alpha' (id: Alpha)

None
diameter Float

socket 'Diameter' (id: Diameter)

None
weight Float

socket 'Weight' (id: Weight)

None
phase Literal['Henyey-Greenstein', 'Fournier-Forand', 'Draine', 'Rayleigh', 'Mie']

parameter phase

'HENYEY_GREENSTEIN'

Returns:

Type Description
VolumeShader
Source code in core/generated/static_snd.py
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@classmethod
def volume_scatter(cls,
                color: Color = None,
                density: Float = None,
                anisotropy: Float = None,
                ior: Float = None,
                backscatter: Float = None,
                alpha: Float = None,
                diameter: Float = None,
                weight: Float = None,
                phase: Literal['HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'] = 'HENYEY_GREENSTEIN'):
    """ > Node Volume Scatter

    Parameters
    ----------
    color : Color, optional
        socket 'Color' (id: Color)

    density : Float, optional
        socket 'Density' (id: Density)

    anisotropy : Float, optional
        socket 'Anisotropy' (id: Anisotropy)

    ior : Float, optional
        socket 'IOR' (id: IOR)

    backscatter : Float, optional
        socket 'Backscatter' (id: Backscatter)

    alpha : Float, optional
        socket 'Alpha' (id: Alpha)

    diameter : Float, optional
        socket 'Diameter' (id: Diameter)

    weight : Float, optional
        socket 'Weight' (id: Weight)

    phase : Literal['Henyey-Greenstein', 'Fournier-Forand', 'Draine', 'Rayleigh', 'Mie']
        parameter `phase`


    Returns
    -------
    VolumeShader
    """
    utils.check_enum_arg('Volume Scatter', 'phase', phase, 'volume_scatter', ('HENYEY_GREENSTEIN', 'FOURNIER_FORAND', 'DRAINE', 'RAYLEIGH', 'MIE'))
    node = Node('Volume Scatter', {'Color': color, 'Density': density, 'Anisotropy': anisotropy, 'IOR': ior, 'Backscatter': backscatter, 'Alpha': alpha, 'Diameter': diameter, 'Weight': weight}, phase=phase)
    return node._out

voronoi_texture(vector=None, w=None, scale=None, detail=None, roughness=None, lacunarity=None, smoothness=None, exponent=None, randomness=None, distance='EUCLIDEAN', feature='F1', normalize=False, voronoi_dimensions='3D') classmethod

Node Voronoi Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
w Float

socket 'W' (id: W)

None
scale Float

socket 'Scale' (id: Scale)

None
detail Float

socket 'Detail' (id: Detail)

None
roughness Float

socket 'Roughness' (id: Roughness)

None
lacunarity Float

socket 'Lacunarity' (id: Lacunarity)

None
smoothness Float

socket 'Smoothness' (id: Smoothness)

None
exponent Float

socket 'Exponent' (id: Exponent)

None
randomness Float

socket 'Randomness' (id: Randomness)

None
distance Literal['Euclidean', 'Manhattan', 'Chebychev', 'Minkowski']

parameter distance

'EUCLIDEAN'
feature Literal['F1', 'F2', 'Smooth F1', 'Distance to Edge', 'N-Sphere Radius']

parameter feature

'F1'
normalize bool

parameter normalize

False
voronoi_dimensions Literal['1D', '2D', '3D', '4D']

parameter voronoi_dimensions

'3D'

Returns:

Type Description
Float

peer sockets: color_ (Color), position_ (Vector)

Source code in core/generated/static_snd.py
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@classmethod
def voronoi_texture(cls,
                vector: Vector = None,
                w: Float = None,
                scale: Float = None,
                detail: Float = None,
                roughness: Float = None,
                lacunarity: Float = None,
                smoothness: Float = None,
                exponent: Float = None,
                randomness: Float = None,
                distance: Literal['EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'] = 'EUCLIDEAN',
                feature: Literal['F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'] = 'F1',
                normalize = False,
                voronoi_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D'):
    """ > Node Voronoi Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    w : Float, optional
        socket 'W' (id: W)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    detail : Float, optional
        socket 'Detail' (id: Detail)

    roughness : Float, optional
        socket 'Roughness' (id: Roughness)

    lacunarity : Float, optional
        socket 'Lacunarity' (id: Lacunarity)

    smoothness : Float, optional
        socket 'Smoothness' (id: Smoothness)

    exponent : Float, optional
        socket 'Exponent' (id: Exponent)

    randomness : Float, optional
        socket 'Randomness' (id: Randomness)

    distance : Literal['Euclidean', 'Manhattan', 'Chebychev', 'Minkowski']
        parameter `distance`

    feature : Literal['F1', 'F2', 'Smooth F1', 'Distance to Edge', 'N-Sphere Radius']
        parameter `feature`

    normalize : bool
        parameter `normalize`

    voronoi_dimensions : Literal['1D', '2D', '3D', '4D']
        parameter `voronoi_dimensions`


    Returns
    -------
    Float
        peer sockets: color_ (Color), position_ (Vector)

    """
    utils.check_enum_arg('Voronoi Texture', 'distance', distance, 'voronoi_texture', ('EUCLIDEAN', 'MANHATTAN', 'CHEBYCHEV', 'MINKOWSKI'))
    utils.check_enum_arg('Voronoi Texture', 'feature', feature, 'voronoi_texture', ('F1', 'F2', 'SMOOTH_F1', 'DISTANCE_TO_EDGE', 'N_SPHERE_RADIUS'))
    utils.check_enum_arg('Voronoi Texture', 'voronoi_dimensions', voronoi_dimensions, 'voronoi_texture', ('1D', '2D', '3D', '4D'))
    node = Node('Voronoi Texture', {'Vector': vector, 'W': w, 'Scale': scale, 'Detail': detail, 'Roughness': roughness, 'Lacunarity': lacunarity, 'Smoothness': smoothness, 'Exponent': exponent, 'Randomness': randomness}, distance=distance, feature=feature, normalize=normalize, voronoi_dimensions=voronoi_dimensions)
    return node._out

wave_texture(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, bands_direction='X', rings_direction='X', wave_profile='SIN', wave_type='BANDS') classmethod

Node Wave Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
scale Float

socket 'Scale' (id: Scale)

None
distortion Float

socket 'Distortion' (id: Distortion)

None
detail Float

socket 'Detail' (id: Detail)

None
detail_scale Float

socket 'Detail Scale' (id: Detail Scale)

None
detail_roughness Float

socket 'Detail Roughness' (id: Detail Roughness)

None
phase_offset Float

socket 'Phase Offset' (id: Phase Offset)

None
bands_direction Literal['X', 'Y', 'Z', 'Diagonal']

parameter bands_direction

'X'
rings_direction Literal['X', 'Y', 'Z', 'Spherical']

parameter rings_direction

'X'
wave_profile Literal['Sine', 'Saw', 'Triangle']

parameter wave_profile

'SIN'
wave_type Literal['Bands', 'Rings']

parameter wave_type

'BANDS'

Returns:

Type Description
Color

peer sockets: factor_ (Float)

Source code in core/generated/static_snd.py
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@classmethod
def wave_texture(cls,
                vector: Vector = None,
                scale: Float = None,
                distortion: Float = None,
                detail: Float = None,
                detail_scale: Float = None,
                detail_roughness: Float = None,
                phase_offset: Float = None,
                bands_direction: Literal['X', 'Y', 'Z', 'DIAGONAL'] = 'X',
                rings_direction: Literal['X', 'Y', 'Z', 'SPHERICAL'] = 'X',
                wave_profile: Literal['SIN', 'SAW', 'TRI'] = 'SIN',
                wave_type: Literal['BANDS', 'RINGS'] = 'BANDS'):
    """ > Node Wave Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    scale : Float, optional
        socket 'Scale' (id: Scale)

    distortion : Float, optional
        socket 'Distortion' (id: Distortion)

    detail : Float, optional
        socket 'Detail' (id: Detail)

    detail_scale : Float, optional
        socket 'Detail Scale' (id: Detail Scale)

    detail_roughness : Float, optional
        socket 'Detail Roughness' (id: Detail Roughness)

    phase_offset : Float, optional
        socket 'Phase Offset' (id: Phase Offset)

    bands_direction : Literal['X', 'Y', 'Z', 'Diagonal']
        parameter `bands_direction`

    rings_direction : Literal['X', 'Y', 'Z', 'Spherical']
        parameter `rings_direction`

    wave_profile : Literal['Sine', 'Saw', 'Triangle']
        parameter `wave_profile`

    wave_type : Literal['Bands', 'Rings']
        parameter `wave_type`


    Returns
    -------
    Color
        peer sockets: factor_ (Float)

    """
    utils.check_enum_arg('Wave Texture', 'bands_direction', bands_direction, 'wave_texture', ('X', 'Y', 'Z', 'DIAGONAL'))
    utils.check_enum_arg('Wave Texture', 'rings_direction', rings_direction, 'wave_texture', ('X', 'Y', 'Z', 'SPHERICAL'))
    utils.check_enum_arg('Wave Texture', 'wave_profile', wave_profile, 'wave_texture', ('SIN', 'SAW', 'TRI'))
    utils.check_enum_arg('Wave Texture', 'wave_type', wave_type, 'wave_texture', ('BANDS', 'RINGS'))
    node = Node('Wave Texture', {'Vector': vector, 'Scale': scale, 'Distortion': distortion, 'Detail': detail, 'Detail Scale': detail_scale, 'Detail Roughness': detail_roughness, 'Phase Offset': phase_offset}, bands_direction=bands_direction, rings_direction=rings_direction, wave_profile=wave_profile, wave_type=wave_type)
    return node._out

wavelength(wavelength=None) classmethod

Node Wavelength

Parameters:

Name Type Description Default
wavelength Float

socket 'Wavelength' (id: Wavelength)

None

Returns:

Type Description
Color
Source code in core/generated/static_snd.py
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@classmethod
def wavelength(cls, wavelength: Float = None):
    """ > Node Wavelength

    Parameters
    ----------
    wavelength : Float, optional
        socket 'Wavelength' (id: Wavelength)


    Returns
    -------
    Color
    """
    node = Node('Wavelength', {'Wavelength': wavelength})
    return node._out

white_noise_texture(vector=None, w=None, noise_dimensions='3D') classmethod

Node White Noise Texture

Parameters:

Name Type Description Default
vector Vector

socket 'Vector' (id: Vector)

None
w Float

socket 'W' (id: W)

None
noise_dimensions Literal['1D', '2D', '3D', '4D']

parameter noise_dimensions

'3D'

Returns:

Type Description
Float

peer sockets: color_ (Color)

Source code in core/generated/static_snd.py
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@classmethod
def white_noise_texture(cls,
                vector: Vector = None,
                w: Float = None,
                noise_dimensions: Literal['1D', '2D', '3D', '4D'] = '3D'):
    """ > Node White Noise Texture

    Parameters
    ----------
    vector : Vector, optional
        socket 'Vector' (id: Vector)

    w : Float, optional
        socket 'W' (id: W)

    noise_dimensions : Literal['1D', '2D', '3D', '4D']
        parameter `noise_dimensions`


    Returns
    -------
    Float
        peer sockets: color_ (Color)

    """
    utils.check_enum_arg('White Noise Texture', 'noise_dimensions', noise_dimensions, 'white_noise_texture', ('1D', '2D', '3D', '4D'))
    node = Node('White Noise Texture', {'Vector': vector, 'W': w}, noise_dimensions=noise_dimensions)
    return node._out

wireframe(size=None, use_pixel_size=False) classmethod

Node Wireframe

Parameters:

Name Type Description Default
size Float

socket 'Size' (id: Size)

None
use_pixel_size bool

parameter use_pixel_size

False

Returns:

Type Description
Float
Source code in core/generated/static_snd.py
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@classmethod
def wireframe(cls, size: Float = None, use_pixel_size = False):
    """ > Node Wireframe

    Parameters
    ----------
    size : Float, optional
        socket 'Size' (id: Size)

    use_pixel_size : bool
        parameter `use_pixel_size`


    Returns
    -------
    Float
    """
    node = Node('Wireframe', {'Size': size}, use_pixel_size=use_pixel_size)
    return node._out

world_output(surface=None, volume=None, is_active_output=True, target='ALL') classmethod

Node World Output

Parameters:

Name Type Description Default
surface Shader

socket 'Surface' (id: Surface)

None
volume VolumeShader

socket 'Volume' (id: Volume)

None
is_active_output bool

parameter is_active_output

True
target Literal['All', 'EEVEE', 'Cycles']

parameter target

'ALL'

Returns:

Type Description
None
Source code in core/generated/static_snd.py
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@classmethod
def world_output(cls,
                surface: Shader = None,
                volume: VolumeShader = None,
                is_active_output = True,
                target: Literal['ALL', 'EEVEE', 'CYCLES'] = 'ALL'):
    """ > Node World Output

    Parameters
    ----------
    surface : Shader, optional
        socket 'Surface' (id: Surface)

    volume : VolumeShader, optional
        socket 'Volume' (id: Volume)

    is_active_output : bool
        parameter `is_active_output`

    target : Literal['All', 'EEVEE', 'Cycles']
        parameter `target`


    Returns
    -------
    None
    """
    utils.check_enum_arg('World Output', 'target', target, 'world_output', ('ALL', 'EEVEE', 'CYCLES'))
    node = Node('World Output', {'Surface': surface, 'Volume': volume}, is_active_output=is_active_output, target=target)
    return node._out