Files
tinyusdz/models/mtlx-normalmap-multi.usda
Syoyo Fujita 9720b0bc07 Fix quad winding order in MaterialX normal map test files
- mtlx-normalmap-plane.usda: Changed faceVertexIndices from [0,1,2,3] to [0,3,2,1]
- mtlx-normalmap-multi.usda: Fixed plane meshes winding order (cubes were already correct)

The CCW winding [0,3,2,1] produces face normals pointing UP (+Y) matching
the declared vertex normals, ensuring correct front-face rendering.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-01 09:00:05 +09:00

545 lines
22 KiB
Plaintext

#usda 1.0
(
doc = "MaterialX Normal Map Test - Comprehensive Multi-Geometry Scene"
metersPerUnit = 1
upAxis = "Y"
defaultPrim = "World"
)
def Xform "World"
{
# Row 1: Planes with all three normal maps
def Xform "Planes"
{
double3 xformOp:translate = (0, 0, 3)
uniform token[] xformOpOrder = ["xformOp:translate"]
def Mesh "Plane_Bumps" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 3, 2, 1]
rel material:binding = </World/_materials/Mat_Bumps>
normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
interpolation = "faceVarying"
)
point3f[] points = [(-1, 0, -1), (1, 0, -1), (1, 0, 1), (-1, 0, 1)]
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:translate = (-3, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Mesh "Plane_Gradient" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 3, 2, 1]
rel material:binding = </World/_materials/Mat_Gradient>
normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
interpolation = "faceVarying"
)
point3f[] points = [(-1, 0, -1), (1, 0, -1), (1, 0, 1), (-1, 0, 1)]
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Mesh "Plane_Bricks" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 3, 2, 1]
rel material:binding = </World/_materials/Mat_Bricks>
normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
interpolation = "faceVarying"
)
point3f[] points = [(-1, 0, -1), (1, 0, -1), (1, 0, 1), (-1, 0, 1)]
texCoord2f[] primvars:st = [(0, 0), (1, 0), (1, 1), (0, 1)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:translate = (3, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
# Row 2: Cubes with all three normal maps
def Xform "Cubes"
{
double3 xformOp:translate = (0, 1, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
def Mesh "Cube_Bumps" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 7, 6, 6, 7, 5, 4, 4, 5, 1, 0, 2, 6, 4, 0, 7, 3, 1, 5]
rel material:binding = </World/_materials/Mat_Bumps>
normal3f[] normals = [
(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0),
(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, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0),
(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1),
(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)
] (
interpolation = "faceVarying"
)
point3f[] points = [
(-0.5, -0.5, -0.5), (-0.5, -0.5, 0.5), (-0.5, 0.5, -0.5), (-0.5, 0.5, 0.5),
(0.5, -0.5, -0.5), (0.5, -0.5, 0.5), (0.5, 0.5, -0.5), (0.5, 0.5, 0.5)
]
texCoord2f[] primvars:st = [
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1)
] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:translate = (-3, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Mesh "Cube_Gradient" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 7, 6, 6, 7, 5, 4, 4, 5, 1, 0, 2, 6, 4, 0, 7, 3, 1, 5]
rel material:binding = </World/_materials/Mat_Gradient>
normal3f[] normals = [
(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0),
(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, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0),
(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1),
(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)
] (
interpolation = "faceVarying"
)
point3f[] points = [
(-0.5, -0.5, -0.5), (-0.5, -0.5, 0.5), (-0.5, 0.5, -0.5), (-0.5, 0.5, 0.5),
(0.5, -0.5, -0.5), (0.5, -0.5, 0.5), (0.5, 0.5, -0.5), (0.5, 0.5, 0.5)
]
texCoord2f[] primvars:st = [
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1)
] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Mesh "Cube_Bricks" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 7, 6, 6, 7, 5, 4, 4, 5, 1, 0, 2, 6, 4, 0, 7, 3, 1, 5]
rel material:binding = </World/_materials/Mat_Bricks>
normal3f[] normals = [
(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0),
(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, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0),
(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1),
(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)
] (
interpolation = "faceVarying"
)
point3f[] points = [
(-0.5, -0.5, -0.5), (-0.5, -0.5, 0.5), (-0.5, 0.5, -0.5), (-0.5, 0.5, 0.5),
(0.5, -0.5, -0.5), (0.5, -0.5, 0.5), (0.5, 0.5, -0.5), (0.5, 0.5, 0.5)
]
texCoord2f[] primvars:st = [
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1),
(0, 0), (1, 0), (1, 1), (0, 1)
] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:translate = (3, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
# Row 3: Spheres with all three normal maps
def Xform "Spheres"
{
double3 xformOp:translate = (0, 1, -3)
uniform token[] xformOpOrder = ["xformOp:translate"]
def Sphere "Sphere_Bumps" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
double radius = 0.8
rel material:binding = </World/_materials/Mat_Bumps>
double3 xformOp:translate = (-3, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Sphere "Sphere_Gradient" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
double radius = 0.8
rel material:binding = </World/_materials/Mat_Gradient>
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
def Sphere "Sphere_Bricks" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
double radius = 0.8
rel material:binding = </World/_materials/Mat_Bricks>
double3 xformOp:translate = (3, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
}
# Materials
def Scope "_materials"
{
# Material with bumps normal map
def Material "Mat_Bumps" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
string config:mtlx:version = "1.39"
token outputs:mtlx:surface.connect = </World/_materials/Mat_Bumps/OpenPBRShader.outputs:surface>
token outputs:surface.connect = </World/_materials/Mat_Bumps/FallbackShader.outputs:surface>
def Shader "OpenPBRShader"
{
uniform token info:id = "ND_open_pbr_surface_surfaceshader"
color3f inputs:base_color = (0.8, 0.8, 0.8)
float inputs:base_weight = 1.0
float inputs:base_metalness = 0.0
float inputs:specular_weight = 1.0
float inputs:specular_roughness = 0.3
float inputs:specular_ior = 1.5
float3 inputs:geometry_normal.connect = </World/_materials/Mat_Bumps/NodeGraph.outputs:normal_out>
float3 inputs:geometry_tangent.connect = </World/_materials/Mat_Bumps/NodeGraph.outputs:tangent_out>
token outputs:surface
}
def Shader "FallbackShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
float inputs:roughness = 0.3
normal3f inputs:normal.connect = </World/_materials/Mat_Bumps/FallbackNormalTex.outputs:rgb>
token outputs:surface
}
def Shader "FallbackNormalTex"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @./textures/normalmap-bumps.png@ (
colorSpace = "raw"
)
token inputs:sourceColorSpace = "raw"
float2 inputs:st.connect = </World/_materials/Mat_Bumps/FallbackTexCoord.outputs:result>
float4 inputs:scale = (2.0, 2.0, 2.0, 1.0)
float4 inputs:bias = (-1.0, -1.0, -1.0, 0.0)
float3 outputs:rgb
}
def Shader "FallbackTexCoord"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
def NodeGraph "NodeGraph"
{
float3 outputs:normal_out.connect = </World/_materials/Mat_Bumps/NodeGraph/NormalMapNode.outputs:out>
float3 outputs:tangent_out.connect = </World/_materials/Mat_Bumps/NodeGraph/TangentNormalize.outputs:out>
def Shader "TexCoord"
{
uniform token info:id = "ND_texcoord_vector2"
int inputs:index = 0
float2 outputs:out
}
def Shader "NormalMapTexture"
{
uniform token info:id = "ND_image_vector3"
asset inputs:file = @./textures/normalmap-bumps.png@ (
colorSpace = "raw"
)
float2 inputs:texcoord.connect = </World/_materials/Mat_Bumps/NodeGraph/TexCoord.outputs:out>
float3 outputs:out
}
def Shader "NormalMapNode"
{
uniform token info:id = "ND_normalmap_float"
float3 inputs:in.connect = </World/_materials/Mat_Bumps/NodeGraph/NormalMapTexture.outputs:out>
float inputs:scale = 1.0
float3 outputs:out
}
def Shader "TangentNode"
{
uniform token info:id = "ND_tangent_vector3"
string inputs:space = "world"
float3 outputs:out
}
def Shader "TangentNormalize"
{
uniform token info:id = "ND_normalize_vector3"
float3 inputs:in.connect = </World/_materials/Mat_Bumps/NodeGraph/TangentNode.outputs:out>
float3 outputs:out
}
}
}
# Material with gradient normal map
def Material "Mat_Gradient" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
string config:mtlx:version = "1.39"
token outputs:mtlx:surface.connect = </World/_materials/Mat_Gradient/OpenPBRShader.outputs:surface>
token outputs:surface.connect = </World/_materials/Mat_Gradient/FallbackShader.outputs:surface>
def Shader "OpenPBRShader"
{
uniform token info:id = "ND_open_pbr_surface_surfaceshader"
color3f inputs:base_color = (0.6, 0.8, 0.6)
float inputs:base_weight = 1.0
float inputs:base_metalness = 0.0
float inputs:specular_weight = 1.0
float inputs:specular_roughness = 0.2
float inputs:specular_ior = 1.5
float3 inputs:geometry_normal.connect = </World/_materials/Mat_Gradient/NodeGraph.outputs:normal_out>
float3 inputs:geometry_tangent.connect = </World/_materials/Mat_Gradient/NodeGraph.outputs:tangent_out>
token outputs:surface
}
def Shader "FallbackShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.6, 0.8, 0.6)
float inputs:roughness = 0.2
normal3f inputs:normal.connect = </World/_materials/Mat_Gradient/FallbackNormalTex.outputs:rgb>
token outputs:surface
}
def Shader "FallbackNormalTex"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @./textures/normalmap-gradient.png@ (
colorSpace = "raw"
)
token inputs:sourceColorSpace = "raw"
float2 inputs:st.connect = </World/_materials/Mat_Gradient/FallbackTexCoord.outputs:result>
float4 inputs:scale = (2.0, 2.0, 2.0, 1.0)
float4 inputs:bias = (-1.0, -1.0, -1.0, 0.0)
float3 outputs:rgb
}
def Shader "FallbackTexCoord"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
def NodeGraph "NodeGraph"
{
float3 outputs:normal_out.connect = </World/_materials/Mat_Gradient/NodeGraph/NormalMapNode.outputs:out>
float3 outputs:tangent_out.connect = </World/_materials/Mat_Gradient/NodeGraph/TangentNormalize.outputs:out>
def Shader "TexCoord"
{
uniform token info:id = "ND_texcoord_vector2"
int inputs:index = 0
float2 outputs:out
}
def Shader "NormalMapTexture"
{
uniform token info:id = "ND_image_vector3"
asset inputs:file = @./textures/normalmap-gradient.png@ (
colorSpace = "raw"
)
float2 inputs:texcoord.connect = </World/_materials/Mat_Gradient/NodeGraph/TexCoord.outputs:out>
float3 outputs:out
}
def Shader "NormalMapNode"
{
uniform token info:id = "ND_normalmap_float"
float3 inputs:in.connect = </World/_materials/Mat_Gradient/NodeGraph/NormalMapTexture.outputs:out>
float inputs:scale = 1.0
float3 outputs:out
}
def Shader "TangentNode"
{
uniform token info:id = "ND_tangent_vector3"
string inputs:space = "world"
float3 outputs:out
}
def Shader "TangentNormalize"
{
uniform token info:id = "ND_normalize_vector3"
float3 inputs:in.connect = </World/_materials/Mat_Gradient/NodeGraph/TangentNode.outputs:out>
float3 outputs:out
}
}
}
# Material with bricks normal map
def Material "Mat_Bricks" (
prepend apiSchemas = ["MaterialXConfigAPI"]
)
{
string config:mtlx:version = "1.39"
token outputs:mtlx:surface.connect = </World/_materials/Mat_Bricks/OpenPBRShader.outputs:surface>
token outputs:surface.connect = </World/_materials/Mat_Bricks/FallbackShader.outputs:surface>
def Shader "OpenPBRShader"
{
uniform token info:id = "ND_open_pbr_surface_surfaceshader"
color3f inputs:base_color = (0.7, 0.4, 0.3)
float inputs:base_weight = 1.0
float inputs:base_metalness = 0.0
float inputs:specular_weight = 0.5
float inputs:specular_roughness = 0.6
float inputs:specular_ior = 1.5
float3 inputs:geometry_normal.connect = </World/_materials/Mat_Bricks/NodeGraph.outputs:normal_out>
float3 inputs:geometry_tangent.connect = </World/_materials/Mat_Bricks/NodeGraph.outputs:tangent_out>
token outputs:surface
}
def Shader "FallbackShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.7, 0.4, 0.3)
float inputs:roughness = 0.6
normal3f inputs:normal.connect = </World/_materials/Mat_Bricks/FallbackNormalTex.outputs:rgb>
token outputs:surface
}
def Shader "FallbackNormalTex"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @./textures/normalmap-bricks.png@ (
colorSpace = "raw"
)
token inputs:sourceColorSpace = "raw"
float2 inputs:st.connect = </World/_materials/Mat_Bricks/FallbackTexCoord.outputs:result>
float4 inputs:scale = (2.0, 2.0, 2.0, 1.0)
float4 inputs:bias = (-1.0, -1.0, -1.0, 0.0)
float3 outputs:rgb
}
def Shader "FallbackTexCoord"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
def NodeGraph "NodeGraph"
{
float3 outputs:normal_out.connect = </World/_materials/Mat_Bricks/NodeGraph/NormalMapNode.outputs:out>
float3 outputs:tangent_out.connect = </World/_materials/Mat_Bricks/NodeGraph/TangentNormalize.outputs:out>
def Shader "TexCoord"
{
uniform token info:id = "ND_texcoord_vector2"
int inputs:index = 0
float2 outputs:out
}
def Shader "NormalMapTexture"
{
uniform token info:id = "ND_image_vector3"
asset inputs:file = @./textures/normalmap-bricks.png@ (
colorSpace = "raw"
)
float2 inputs:texcoord.connect = </World/_materials/Mat_Bricks/NodeGraph/TexCoord.outputs:out>
float3 outputs:out
}
def Shader "NormalMapNode"
{
uniform token info:id = "ND_normalmap_float"
float3 inputs:in.connect = </World/_materials/Mat_Bricks/NodeGraph/NormalMapTexture.outputs:out>
float inputs:scale = 1.0
float3 outputs:out
}
def Shader "TangentNode"
{
uniform token info:id = "ND_tangent_vector3"
string inputs:space = "world"
float3 outputs:out
}
def Shader "TangentNormalize"
{
uniform token info:id = "ND_normalize_vector3"
float3 inputs:in.connect = </World/_materials/Mat_Bricks/NodeGraph/TangentNode.outputs:out>
float3 outputs:out
}
}
}
}
# Lighting
def DomeLight "EnvLight"
{
float inputs:intensity = 1.0
asset inputs:texture:file = @./textures/env_studio_default.hdr@
}
def DistantLight "KeyLight"
{
float inputs:intensity = 2.0
float3 xformOp:rotateXYZ = (-45, 30, 0)
uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
}
}