texturedcube.usda 4.1 KB

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  1. #usda 1.0
  2. (
  3. doc = "Blender v3.1.0"
  4. metersPerUnit = 1
  5. upAxis = "Z"
  6. )
  7. def Xform "Camera"
  8. {
  9. matrix4d xformOp:transform = ( (0.6859206557273865, 0.7276763319969177, 0, 0), (-0.32401347160339355, 0.305420845746994, 0.8953956365585327, 0), (0.6515582203865051, -0.6141703724861145, 0.44527140259742737, 0), (7.358891487121582, -6.925790786743164, 4.958309173583984, 1) )
  10. uniform token[] xformOpOrder = ["xformOp:transform"]
  11. def Camera "Camera"
  12. {
  13. float2 clippingRange = (0.1, 100)
  14. float focalLength = 50
  15. float horizontalAperture = 36
  16. float horizontalApertureOffset = 0
  17. token projection = "perspective"
  18. float verticalAperture = 20.25
  19. float verticalApertureOffset = 0
  20. }
  21. }
  22. def Xform "Cube"
  23. {
  24. matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
  25. uniform token[] xformOpOrder = ["xformOp:transform"]
  26. def Mesh "Cube"
  27. {
  28. uniform bool doubleSided = 1
  29. int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
  30. int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1]
  31. rel material:binding = </_materials/Material>
  32. normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
  33. interpolation = "faceVarying"
  34. )
  35. point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)]
  36. texCoord2f[] primvars:UVMap = [(0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5)] (
  37. interpolation = "faceVarying"
  38. )
  39. uniform token subdivisionScheme = "none"
  40. }
  41. }
  42. def "_materials"
  43. {
  44. def Material "Material"
  45. {
  46. token outputs:surface.connect = </_materials/Material/preview/Principled_BSDF.outputs:surface>
  47. def Scope "preview"
  48. {
  49. def Shader "Principled_BSDF"
  50. {
  51. uniform token info:id = "UsdPreviewSurface"
  52. float inputs:clearcoat = 0
  53. float inputs:clearcoatRoughness = 0.03
  54. float3 inputs:diffuseColor.connect = </_materials/Material/preview/Image_Texture.outputs:rgb>
  55. float inputs:ior = 1.45
  56. float inputs:metallic = 0
  57. float inputs:opacity = 1
  58. float inputs:roughness = 0.4
  59. float inputs:specular = 0.5
  60. token outputs:surface
  61. }
  62. def Shader "Image_Texture"
  63. {
  64. uniform token info:id = "UsdUVTexture"
  65. asset inputs:file = @.\textures\checkerboard.png@
  66. token inputs:sourceColorSpace = "sRGB"
  67. float2 inputs:st.connect = </_materials/Material/preview/uvmap.outputs:result>
  68. float3 outputs:rgb
  69. }
  70. def Shader "uvmap"
  71. {
  72. uniform token info:id = "UsdPrimvarReader_float2"
  73. token inputs:varname = "UVMap"
  74. float2 outputs:result
  75. }
  76. }
  77. }
  78. }
  79. def Xform "Light"
  80. {
  81. matrix4d xformOp:transform = ( (-0.29086464643478394, 0.9551711678504944, -0.05518905818462372, 0), (-0.7711008191108704, -0.1998833566904068, 0.6045247316360474, 0), (0.5663931965827942, 0.21839119493961334, 0.7946722507476807, 0), (4.076245307922363, 1.0054539442062378, 5.903861999511719, 1) )
  82. uniform token[] xformOpOrder = ["xformOp:transform"]
  83. def SphereLight "Light"
  84. {
  85. color3f inputs:color = (1, 1, 1)
  86. float inputs:intensity = 10
  87. float inputs:radius = 0.1
  88. float inputs:specular = 1
  89. }
  90. }