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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"
- {
- 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]
- 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)]
- uniform token subdivisionScheme = "none"
- }
- }
- 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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