#usda 1.0 ( defaultPrim = "root" doc = "Blender v4.1.0" metersPerUnit = 1 upAxis = "Z" ) def Xform "root" ( customData = { dictionary Blender = { bool generated = 1 } } ) { def Xform "Grid" { matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] def Mesh "Mesh" { float3[] extent = [(-1, -1, 0), (1, 1, 0.5240923)] int[] faceVertexCounts = [4, 4] int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4] normal3f[] normals = [(0, -0.4642035, 0.88572854), (0, -0.4642035, 0.88572854), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0.4642035, 0.88572854), (0, 0.4642035, 0.88572854)] ( interpolation = "faceVarying" ) point3f[] points = [(-1, -1, 0), (1, -1, 0), (-1, 0, 0.5240923), (1, 0, 0.5240923), (-1, 1, 0), (1, 1, 0)] texCoord2f[] primvars:UVMap = [(0, 0), (1, 0), (1, 0.5), (0, 0.5), (0, 0.5), (1, 0.5), (1, 1), (0, 1)] ( interpolation = "faceVarying" ) uniform token subdivisionScheme = "none" } } 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 = 0.5 float horizontalAperture = 0.36 float horizontalApertureOffset = 0 token projection = "perspective" float verticalAperture = 0.2025 float verticalApertureOffset = 0 } } 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" { float3[] extent = [(-0.1, -0.1, -0.1), (0.1, 0.1, 0.1)] color3f inputs:color = (1, 1, 1) float inputs:diffuse = 1 float inputs:exposure = 0 float inputs:intensity = 318.30988 bool inputs:normalize = 1 float inputs:radius = 0.1 float inputs:specular = 1 } } }