#usda 1.0 ( defaultPrim = "root" doc = "Blender v4.5.4 LTS" metersPerUnit = 1 upAxis = "Z" ) def Xform "root" ( customData = { dictionary Blender = { bool generated = 1 } } ) { def Xform "Cube" { custom string userProperties:blender:object_name = "Cube" def Mesh "Cube" ( active = true prepend apiSchemas = ["MaterialBindingAPI"] ) { uniform bool doubleSided = 1 float3[] extent = [(-1, -1, -1), (1, 1, 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 = 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:st = [(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" custom string userProperties:blender:data_name = "Cube" } } def Scope "_materials" { def Material "Material" ( prepend apiSchemas = ["MaterialXConfigAPI"] ) { string config:mtlx:version = "1.39" token outputs:mtlx:surface.connect = token outputs:surface.connect = custom string userProperties:blender:data_name = "Material" def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoat = 0 float inputs:clearcoatRoughness = 0.03 color3f inputs:diffuseColor.connect = float inputs:ior = 1.45 float inputs:metallic = 0 float inputs:opacity = 1 float inputs:roughness = 0.5 float inputs:specular = 0.5 token outputs:surface } def Shader "Image_Texture" { uniform token info:id = "UsdUVTexture" asset inputs:file = @./textures/texture-cat.jpg@ token inputs:sourceColorSpace = "sRGB" float2 inputs:st.connect = token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float3 outputs:rgb } def Shader "uvmap" { uniform token info:id = "UsdPrimvarReader_float2" string inputs:varname = "st" float2 outputs:result } def Shader "Principled_BSDF_mtlx1" { uniform token info:id = "ND_open_pbr_surface_surfaceshader" color3f inputs:base_color.connect = float inputs:base_diffuse_roughness = 0 float inputs:base_metalness = 0 float inputs:base_weight = 1 color3f inputs:coat_color = (1, 1, 1) float inputs:coat_darkening float inputs:coat_ior = 1.5 float inputs:coat_roughness = 0.03 float inputs:coat_roughness_anisotropy float inputs:coat_weight = 0 color3f inputs:emission_color = (1, 1, 1) float inputs:emission_luminance = 0 color3f inputs:fuzz_color = (1, 1, 1) float inputs:fuzz_roughness = 0.5 float inputs:fuzz_weight = 0 float3 inputs:geometry_coat_normal float3 inputs:geometry_coat_tangent float3 inputs:geometry_normal float inputs:geometry_opacity = 1 float3 inputs:geometry_tangent.connect = bool inputs:geometry_thin_walled color3f inputs:specular_color = (1, 1, 1) float inputs:specular_ior = 1.45 float inputs:specular_roughness = 0.5 float inputs:specular_roughness_anisotropy = 0 float inputs:specular_weight = 1 color3f inputs:subsurface_color.connect = float inputs:subsurface_radius = 0.05 color3f inputs:subsurface_radius_scale = (1, 0.2, 0.1) float inputs:subsurface_scatter_anisotropy = 0 float inputs:subsurface_weight = 0 float inputs:thin_film_ior = 1.33 float inputs:thin_film_thickness = 0 float inputs:thin_film_weight = 0 color3f inputs:transmission_color.connect = float inputs:transmission_depth float inputs:transmission_dispersion_abbe_number float inputs:transmission_dispersion_scale color3f inputs:transmission_scatter float inputs:transmission_scatter_anisotropy float inputs:transmission_weight = 0 token outputs:surface } def NodeGraph "NodeGraphs" { float3 outputs:node_004_out.connect = color3f outputs:node_out.connect = def Shader "node_texcoord" { uniform token info:id = "ND_texcoord_vector2" float2 outputs:out } def Shader "Image_Texture_Color" { uniform token info:id = "ND_image_color4" asset inputs:file = @./textures/texture-cat.jpg@ ( colorSpace = "srgb_texture" ) string inputs:filtertype = "linear" float2 inputs:texcoord.connect = string inputs:uaddressmode = "periodic" string inputs:vaddressmode = "periodic" color4f outputs:out } def Shader "node" { uniform token info:id = "ND_convert_color4_color3" color4f inputs:in.connect = color3f outputs:out } def Shader "node_001" { uniform token info:id = "ND_normal_vector3" string inputs:space = "world" float3 outputs:out } def Shader "node_002" { uniform token info:id = "ND_normalize_vector3" float3 inputs:in.connect = float3 outputs:out } def Shader "node_003" { uniform token info:id = "ND_tangent_vector3" string inputs:space = "world" float3 outputs:out } def Shader "node_004" { uniform token info:id = "ND_normalize_vector3" float3 inputs:in.connect = float3 outputs:out } def Shader "node_005" { uniform token info:id = "ND_rotate3d_vector3" float inputs:amount = -90 float3 inputs:axis.connect = float3 inputs:in.connect = float3 outputs:out } def Shader "node_006" { uniform token info:id = "ND_normalize_vector3" float3 inputs:in.connect = float3 outputs:out } } } } def DomeLight "env_light" { float inputs:intensity = 1 asset inputs:texture:file = @.\textures\color_121212.hdr@ float3 xformOp:rotateXYZ = (90, 1.2722219e-14, 90) uniform token[] xformOpOrder = ["xformOp:rotateXYZ"] } }