mirror of
https://github.com/lighttransport/tinyusdz.git
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94 lines
2.9 KiB
Plaintext
94 lines
2.9 KiB
Plaintext
#usda 1.0
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(
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defaultPrim = "grid2"
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endTimeCode = 1
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framesPerSecond = 24
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metersPerUnit = 1
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startTimeCode = 1
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timeCodesPerSecond = 24
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upAxis = "Y"
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)
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def Xform "grid2" (
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kind = "component"
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)
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{
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matrix4d xformOp:transform:xform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform:xform"]
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def Mesh "mesh_0"
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{
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float3[] extent = [(-1, 0, -1), (1, 0, 1)]
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int[] faceVertexCounts = [4, 4, 4, 4, 4, 4, 4, 4, 4]
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int[] faceVertexIndices = [0, 1, 5, 4, 1, 2, 6, 5, 2, 3, 7, 6, 4, 5, 9, 8, 5, 6, 10, 9, 6, 7, 11, 10, 8, 9, 13, 12, 9, 10, 14, 13, 10, 11, 15, 14]
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uniform token orientation = "leftHanded"
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point3f[] points = [(-1, 0, -1), (-0.3333333, 0, -1), (0.33333337, 0, -1), (1, 0, -1), (-1, 0, -0.3333333), (-0.3333333, 0, -0.3333333), (0.33333337, 0, -0.3333333), (1, 0, -0.3333333), (-1, 0, 0.33333337), (-0.3333333, 0, 0.33333337), (0.33333337, 0, 0.33333337), (1, 0, 0.33333337), (-1, 0, 1), (-0.3333333, 0, 1), (0.33333337, 0, 1), (1, 0, 1)] (
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interpolation = "vertex"
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)
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uniform token subdivisionScheme = "none"
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uniform token subsetFamily:materialBind:familyType = "partition"
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def GeomSubset "subset_red"
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{
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uniform token elementName = "face"
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uniform token familyName = "materialBind"
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int[] indices = [0, 1, 2]
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rel material:binding = </Looks/Red>
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}
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def GeomSubset "subset_green"
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{
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uniform token elementName = "face"
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uniform token familyName = "materialBind"
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int[] indices = [3, 4, 5]
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rel material:binding = </Looks/Green>
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}
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def GeomSubset "subset_blue"
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{
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uniform token elementName = "face"
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uniform token familyName = "materialBind"
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int[] indices = [6, 7, 8]
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rel material:binding = </Looks/Blue>
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}
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}
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}
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def "Looks"
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{
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def Material "Red"
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{
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token outputs:surface.connect = </Looks/Red/sampleShader.outputs:surface>
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def Shader "sampleShader"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor = (1, 0, 0)
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token outputs:surface
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}
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}
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def Material "Green"
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{
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token outputs:surface.connect = </Looks/Green/sampleShader.outputs:surface>
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def Shader "sampleShader"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor = (0, 1, 0)
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token outputs:surface
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}
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}
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def Material "Blue"
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{
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token outputs:surface.connect = </Looks/Blue/sampleShader.outputs:surface>
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def Shader "sampleShader"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor = (0, 0, 1)
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token outputs:surface
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}
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}
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}
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