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- #usda 1.0
- (
- doc = "Blender v3.1.0"
- metersPerUnit = 1
- upAxis = "Z"
- )
- def Xform "Camera"
- {
- 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) )
- uniform token[] xformOpOrder = ["xformOp:transform"]
- def Camera "Camera"
- {
- float2 clippingRange = (0.1, 100)
- float focalLength = 50
- float horizontalAperture = 36
- float horizontalApertureOffset = 0
- token projection = "perspective"
- float verticalAperture = 20.25
- float verticalApertureOffset = 0
- }
- }
- def Xform "Cube"
- {
- matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
- uniform token[] xformOpOrder = ["xformOp:transform"]
- def Mesh "Cube"
- {
- uniform bool doubleSided = 1
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
- 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]
- rel material:binding = </_materials/Material>
- 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)] (
- interpolation = "faceVarying"
- )
- 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)]
- 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)] (
- interpolation = "faceVarying"
- )
- uniform token subdivisionScheme = "none"
- }
- }
- def "_materials"
- {
- def Material "Material"
- {
- token outputs:surface.connect = </_materials/Material/preview/Principled_BSDF.outputs:surface>
- def Scope "preview"
- {
- def Shader "Principled_BSDF"
- {
- uniform token info:id = "UsdPreviewSurface"
- float inputs:clearcoat = 0
- float inputs:clearcoatRoughness = 0.03
- float3 inputs:diffuseColor.connect = </_materials/Material/preview/Image_Texture.outputs:rgb>
- float inputs:ior = 1.45
- float inputs:metallic = 0
- float inputs:opacity = 1
- float inputs:roughness = 0.4
- float inputs:specular = 0.5
- token outputs:surface
- }
- def Shader "Image_Texture"
- {
- uniform token info:id = "UsdUVTexture"
- asset inputs:file = @.\textures\checkerboard.png@
- token inputs:sourceColorSpace = "sRGB"
- float2 inputs:st.connect = </_materials/Material/preview/uvmap.outputs:result>
- float3 outputs:rgb
- }
- def Shader "uvmap"
- {
- uniform token info:id = "UsdPrimvarReader_float2"
- token inputs:varname = "UVMap"
- float2 outputs:result
- }
- }
- }
- }
- def Xform "Light"
- {
- 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) )
- uniform token[] xformOpOrder = ["xformOp:transform"]
- def SphereLight "Light"
- {
- color3f inputs:color = (1, 1, 1)
- float inputs:intensity = 10
- float inputs:radius = 0.1
- float inputs:specular = 1
- }
- }
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