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1.9 KiB
1.9 KiB
Mesh prim
- points : usually vec3f[]
- normals : usually vec3f[] varying
- primvars:st : usually vec2f[] varying
- primvars:st:indices : usually int[] varying
- velocities : usually vec3f[]
- texcoord: usually
texCoord2f[](Texcoord bound to Mesh prim)
Mesh property
-
doubleSided : bool
-
extent : floa3[2]
-
facevaryingLinearInterpolation : cornerPlus1
-
faceVertexCounts : int[]
-
faceVertexIndices : int[]
-
orientation : ty: token. uniform. allowedTokens: ['rightHanded', 'leftHanded']
-
visibility : ty: token. varying. allowedTokens: ['inherited', 'invisible']
-
purpose : ty: token. uniform. allowedTokens: ['default', 'render', 'proxy', 'guide']
-
subdivisionScheme : ty: token. uniform. allowedTokens: ['catmullClark', 'loop', 'bilinear', 'none']
-
trianglesSubdivisionRule : ty: token. uniform. allowedTokens: ['catmullClark', 'smooth']
-
xformOpOrder : ty: token. uniform.
-
material:binding : Path
-
proxyPrim : ty: relation. uniform
Optional property
- primvars:displayColor : ty: float3[], varying
- Usually array len = 1(constant color over the mesh)
- primvars:displayOpacity : ty: float[], varying
- Usually array len = 1(constant opacity over the mesh)
SubD property
- cornerIndices : int[]
- cornerSharpnesses : float[]
- creaseIndices : int[]
- creaseLengths : int[]
- creaseSharpnesses : float[]
- holeIndices : int[]
- interpolateBoundary : token?
Xform
- world bounding box : range3d
- local world xform : matrix4d
- purpose
- visibility
- xformOpOrder
Shader
- inputs:id : UsdUVTexture
- inputs:fallback : fallback color(Usually vec4f)
- inputs:file : @filename@
Texcoord reader
UsdPrimvarReader_float2
- inputs:varname(token) : Name of UV coordinate primvar in Mesh primitive.
- outputs:(float2) : Output connection name. Usually
outputs:result
TODO
- non-vec3f
position - vertex color
- xformOpOrder
- Multi texcoord UVs