translated-cube.usda 2.2 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. int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
  29. 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]
  30. 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)] (
  31. interpolation = "faceVarying"
  32. )
  33. 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)]
  34. uniform token subdivisionScheme = "none"
  35. }
  36. }
  37. def Xform "Light"
  38. {
  39. 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) )
  40. uniform token[] xformOpOrder = ["xformOp:transform"]
  41. def SphereLight "Light"
  42. {
  43. color3f inputs:color = (1, 1, 1)
  44. float inputs:intensity = 10
  45. float inputs:radius = 0.1
  46. float inputs:specular = 1
  47. }
  48. }