Files
tinyusdz/models/colorchart-acescg.usda
Syoyo Fujita da8329e573 Add raytracing infrastructure to Tydra with quad and analytic primitive support
Implements raytracing-optimized data structures and converter for Tydra:

- RTGeometry with multiple geometry types:
  * Triangle/Quad/Mixed meshes (ray-quad intersection, no tessellation)
  * Analytic primitives (Sphere, Cylinder, Capsule, Cone) with native ray intersection
- RaytracingScene container with validation and BVH support
- RaytracingSceneConverter framework (placeholder implementations)
- Primvars fetched at intersection time (no variability preprocessing)

Configuration options:
- allow_quads: Use ray-quad intersection to save tessellation cost
- convert_primitives_to_analytic: Direct ray intersection for geometric shapes

Test assets:
- ColorChecker Classic 24-patch in sRGB, linear sRGB, ACEScg, and spectral
- Chrome ball reference geometry with MaterialX metal shader

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 03:51:49 +09:00

995 lines
33 KiB
Plaintext

#usda 1.0
(
doc = """ColorChecker Classic 24-patch color chart in ACEScg colorspace.
Reference values from X-Rite ColorChecker Classic converted to ACEScg.
Layout: 4 rows x 6 columns = 24 patches
Each patch is a 1x1 quad with MaterialX standard_surface material.
ACEScg values (scene-referred, AP1 primaries, linear encoding).
Uses MaterialXConfigAPI for DCC interoperability.
References:
- X-Rite ColorChecker specifications
https://www.xrite.com/service-support/new_color_specifications_for_colorchecker_sg_and_classic_charts
- BabelColor ColorChecker reference data
https://babelcolor.com/colorchecker-2.htm
- ACES Color Encoding Specification
https://docs.acescentral.com/specifications/acescg/
- Academy Color Encoding System (ACES)
https://www.oscars.org/science-technology/sci-tech-projects/aces
Color values converted from linear sRGB to ACEScg using the standard
sRGB to AP1 (ACES Primaries 1) color space transformation matrix.
ACEScg uses AP1 primaries with linear encoding, D60 white point.
"""
metersPerUnit = 1
upAxis = "Y"
)
def Scope "Materials"
{
def Material "Mat_DarkSkin" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_DarkSkin/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.145, 0.093, 0.065) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_LightSkin" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_LightSkin/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.448, 0.324, 0.250) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_BlueSky" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_BlueSky/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.147, 0.199, 0.320) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Foliage" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Foliage/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.107, 0.146, 0.069) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_BlueFlower" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_BlueFlower/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.248, 0.232, 0.417) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_BluishGreen" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_BluishGreen/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.221, 0.461, 0.408) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Orange" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Orange/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.506, 0.232, 0.047) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_PurplishBlue" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_PurplishBlue/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.108, 0.116, 0.360) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_ModerateRed" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_ModerateRed/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.398, 0.121, 0.139) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Purple" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Purple/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.089, 0.056, 0.143) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_YellowGreen" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_YellowGreen/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.380, 0.473, 0.084) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_OrangeYellow" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_OrangeYellow/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.584, 0.391, 0.056) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Blue" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Blue/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.061, 0.057, 0.288) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Green" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Green/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.104, 0.282, 0.088) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Red" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Red/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.308, 0.051, 0.061) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Yellow" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Yellow/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.669, 0.558, 0.031) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Magenta" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Magenta/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.363, 0.113, 0.291) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Cyan" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Cyan/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.067, 0.234, 0.334) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_White" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_White/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.896, 0.896, 0.893) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Neutral8" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Neutral8/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.586, 0.586, 0.586) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Neutral65" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Neutral65/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.358, 0.358, 0.358) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Neutral5" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Neutral5/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.198, 0.198, 0.197) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Neutral35" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Neutral35/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.094, 0.094, 0.094) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
def Material "Mat_Black" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
token outputs:mtlx:surface.connect = </Materials/Mat_Black/Surface.outputs:out>
def Shader "Surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
color3f inputs:base_color = (0.035, 0.035, 0.035) (
colorSpace = "acescg"
)
float inputs:base = 1.0
float inputs:specular = 0.5
float inputs:specular_roughness = 0.5
token outputs:out
}
}
}
def Xform "ColorChart" (
doc = "ColorChecker Classic 24-patch chart in ACEScg colorspace"
)
{
def Mesh "Patch_01_DarkSkin" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_DarkSkin>
float3[] extent = [(0, 0, 0), (1, 1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(0, 0, 0), (1, 0, 0), (1, 1, 0), (0, 1, 0)]
color3f[] primvars:color = [(0.145, 0.093, 0.065)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_02_LightSkin" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_LightSkin>
float3[] extent = [(1.1, 0, 0), (2.1, 1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(1.1, 0, 0), (2.1, 0, 0), (2.1, 1, 0), (1.1, 1, 0)]
color3f[] primvars:color = [(0.448, 0.324, 0.250)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_03_BlueSky" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_BlueSky>
float3[] extent = [(2.2, 0, 0), (3.2, 1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(2.2, 0, 0), (3.2, 0, 0), (3.2, 1, 0), (2.2, 1, 0)]
color3f[] primvars:color = [(0.147, 0.199, 0.320)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_04_Foliage" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Foliage>
float3[] extent = [(3.3, 0, 0), (4.3, 1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(3.3, 0, 0), (4.3, 0, 0), (4.3, 1, 0), (3.3, 1, 0)]
color3f[] primvars:color = [(0.107, 0.146, 0.069)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_05_BlueFlower" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_BlueFlower>
float3[] extent = [(4.4, 0, 0), (5.4, 1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(4.4, 0, 0), (5.4, 0, 0), (5.4, 1, 0), (4.4, 1, 0)]
color3f[] primvars:color = [(0.248, 0.232, 0.417)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_06_BluishGreen" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_BluishGreen>
float3[] extent = [(5.5, 0, 0), (6.5, 1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(5.5, 0, 0), (6.5, 0, 0), (6.5, 1, 0), (5.5, 1, 0)]
color3f[] primvars:color = [(0.221, 0.461, 0.408)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_07_Orange" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Orange>
float3[] extent = [(0, 1.1, 0), (1, 2.1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(0, 1.1, 0), (1, 1.1, 0), (1, 2.1, 0), (0, 2.1, 0)]
color3f[] primvars:color = [(0.506, 0.232, 0.047)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_08_PurplishBlue" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_PurplishBlue>
float3[] extent = [(1.1, 1.1, 0), (2.1, 2.1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(1.1, 1.1, 0), (2.1, 1.1, 0), (2.1, 2.1, 0), (1.1, 2.1, 0)]
color3f[] primvars:color = [(0.108, 0.116, 0.360)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_09_ModerateRed" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_ModerateRed>
float3[] extent = [(2.2, 1.1, 0), (3.2, 2.1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(2.2, 1.1, 0), (3.2, 1.1, 0), (3.2, 2.1, 0), (2.2, 2.1, 0)]
color3f[] primvars:color = [(0.398, 0.121, 0.139)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_10_Purple" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Purple>
float3[] extent = [(3.3, 1.1, 0), (4.3, 2.1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(3.3, 1.1, 0), (4.3, 1.1, 0), (4.3, 2.1, 0), (3.3, 2.1, 0)]
color3f[] primvars:color = [(0.089, 0.056, 0.143)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_11_YellowGreen" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_YellowGreen>
float3[] extent = [(4.4, 1.1, 0), (5.4, 2.1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(4.4, 1.1, 0), (5.4, 1.1, 0), (5.4, 2.1, 0), (4.4, 2.1, 0)]
color3f[] primvars:color = [(0.380, 0.473, 0.084)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_12_OrangeYellow" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_OrangeYellow>
float3[] extent = [(5.5, 1.1, 0), (6.5, 2.1, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(5.5, 1.1, 0), (6.5, 1.1, 0), (6.5, 2.1, 0), (5.5, 2.1, 0)]
color3f[] primvars:color = [(0.584, 0.391, 0.056)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_13_Blue" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Blue>
float3[] extent = [(0, 2.2, 0), (1, 3.2, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(0, 2.2, 0), (1, 2.2, 0), (1, 3.2, 0), (0, 3.2, 0)]
color3f[] primvars:color = [(0.061, 0.057, 0.288)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_14_Green" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Green>
float3[] extent = [(1.1, 2.2, 0), (2.1, 3.2, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(1.1, 2.2, 0), (2.1, 2.2, 0), (2.1, 3.2, 0), (1.1, 3.2, 0)]
color3f[] primvars:color = [(0.104, 0.282, 0.088)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_15_Red" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Red>
float3[] extent = [(2.2, 2.2, 0), (3.2, 3.2, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(2.2, 2.2, 0), (3.2, 2.2, 0), (3.2, 3.2, 0), (2.2, 3.2, 0)]
color3f[] primvars:color = [(0.308, 0.051, 0.061)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_16_Yellow" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Yellow>
float3[] extent = [(3.3, 2.2, 0), (4.3, 3.2, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(3.3, 2.2, 0), (4.3, 2.2, 0), (4.3, 3.2, 0), (3.3, 3.2, 0)]
color3f[] primvars:color = [(0.669, 0.558, 0.031)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_17_Magenta" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Magenta>
float3[] extent = [(4.4, 2.2, 0), (5.4, 3.2, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(4.4, 2.2, 0), (5.4, 2.2, 0), (5.4, 3.2, 0), (4.4, 3.2, 0)]
color3f[] primvars:color = [(0.363, 0.113, 0.291)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_18_Cyan" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Cyan>
float3[] extent = [(5.5, 2.2, 0), (6.5, 3.2, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(5.5, 2.2, 0), (6.5, 2.2, 0), (6.5, 3.2, 0), (5.5, 3.2, 0)]
color3f[] primvars:color = [(0.067, 0.234, 0.334)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_19_White" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_White>
float3[] extent = [(0, 3.3, 0), (1, 4.3, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(0, 3.3, 0), (1, 3.3, 0), (1, 4.3, 0), (0, 4.3, 0)]
color3f[] primvars:color = [(0.896, 0.896, 0.893)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_20_Neutral8" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Neutral8>
float3[] extent = [(1.1, 3.3, 0), (2.1, 4.3, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(1.1, 3.3, 0), (2.1, 3.3, 0), (2.1, 4.3, 0), (1.1, 4.3, 0)]
color3f[] primvars:color = [(0.586, 0.586, 0.586)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_21_Neutral65" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Neutral65>
float3[] extent = [(2.2, 3.3, 0), (3.2, 4.3, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(2.2, 3.3, 0), (3.2, 3.3, 0), (3.2, 4.3, 0), (2.2, 4.3, 0)]
color3f[] primvars:color = [(0.358, 0.358, 0.358)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_22_Neutral5" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Neutral5>
float3[] extent = [(3.3, 3.3, 0), (4.3, 4.3, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(3.3, 3.3, 0), (4.3, 3.3, 0), (4.3, 4.3, 0), (3.3, 4.3, 0)]
color3f[] primvars:color = [(0.198, 0.198, 0.197)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_23_Neutral35" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Neutral35>
float3[] extent = [(4.4, 3.3, 0), (5.4, 4.3, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(4.4, 3.3, 0), (5.4, 3.3, 0), (5.4, 4.3, 0), (4.4, 4.3, 0)]
color3f[] primvars:color = [(0.094, 0.094, 0.094)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
def Mesh "Patch_24_Black" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </Materials/Mat_Black>
float3[] extent = [(5.5, 3.3, 0), (6.5, 4.3, 0)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 1, 2, 3]
point3f[] points = [(5.5, 3.3, 0), (6.5, 3.3, 0), (6.5, 4.3, 0), (5.5, 4.3, 0)]
color3f[] primvars:color = [(0.035, 0.035, 0.035)] (
customData = {
string colorSpace = "acescg"
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
}