Running This Chapter’s ExamplesScripts OverviewBlend and Other Files OverviewInstalling DependenciesBaking a Normal Map from a Procedural MeshGenerating a Circular Bump Grid Mesh Using Geometry NodesGenerating a Single Circular BumpGenerating a Grid of Circular BumpsCreating User Inputs to Control Bump DensityRealizing InstancesBaking Normal Map from the Bump Grid MeshAutomate Normal Map Baking with PythonUtil Functions for Map Baking and Material CreationFinding the Extent of a Mesh’s Bounding Box Along a Given AxisCreating and Assigning a New MaterialAdding a Material to an Object and Setting It As ActiveRearranging Nodes in a Node TreeSaving an Image Data Block to FileCreating Variations of the Bump GridCreating a Grid with a Custom Cross-MotifCreating Procedural Materials for Gun PartsShiny MetalGenerating the Shiny Metallic Material in PythonBrushed MetalGenerating the Brushed Metallic Material in PythonCreating Subtree with Texture Coordinate and Mapping NodesTip: Finding the Python Enum Type of a Shader NodeSetting a Material’s Mapping Node Scale ValuesMetal with Surface Grid PatternGenerating the Grid-Patterned Metallic Material in PythonRubber with Bump Surface Pattern for GripBuilding the Shader Node Tree for the Grip MaterialGenerating the Grip Material in PythonUtil Function: Extracting the Name of a File Without the ExtensionModifying the Game Weapon Generator to Generate and Apply Materials AutomaticallyUnwrap and Apply Materials to the Frame and GripUnwrap and Apply Material to the BarrelsUnwrap and Apply Material to the TriggerSet Viewport Shading to Material Preview and Return Generated Objects and MaterialsSetting Viewport Shading to Material PreviewAutomate Gun Generation with All MaterialsExample 1: Black Cross-Motif Grip, Brushed Silver Frame, Shiny Silver Double Barrels, and Trigger with Silver Grid Surface PatternExample 2: Brown Round Bump Grip, Brushed Gold Frame, Shiny Copper Triple Barrels, and Trigger with Copper Grid Surface PatternMore VariationsSummary