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https://github.com/lighttransport/tinyusdz.git
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- 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>
143 lines
5.4 KiB
Plaintext
143 lines
5.4 KiB
Plaintext
#usda 1.0
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(
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doc = "MaterialX Normal Map Test - Sphere Geometry"
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metersPerUnit = 1
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upAxis = "Y"
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defaultPrim = "World"
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)
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def Xform "World"
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{
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def Sphere "NormalMapSphere" (
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prepend apiSchemas = ["MaterialBindingAPI"]
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)
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{
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double radius = 1.0
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rel material:binding = </World/_materials/NormalMapMaterial>
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}
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def Scope "_materials"
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{
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def Material "NormalMapMaterial" (
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prepend apiSchemas = ["MaterialXConfigAPI"]
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)
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{
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string config:mtlx:version = "1.39"
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token outputs:mtlx:surface.connect = </World/_materials/NormalMapMaterial/OpenPBRShader.outputs:surface>
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token outputs:surface.connect = </World/_materials/NormalMapMaterial/FallbackShader.outputs:surface>
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# OpenPBR Surface Shader with normal map
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def Shader "OpenPBRShader"
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{
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uniform token info:id = "ND_open_pbr_surface_surfaceshader"
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color3f inputs:base_color = (0.7, 0.8, 0.9)
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float inputs:base_weight = 1.0
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float inputs:base_metalness = 0.0
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float inputs:base_diffuse_roughness = 0.0
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float inputs:specular_weight = 1.0
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float inputs:specular_roughness = 0.25
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float inputs:specular_ior = 1.5
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float3 inputs:geometry_normal.connect = </World/_materials/NormalMapMaterial/NodeGraph.outputs:normal_out>
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float3 inputs:geometry_tangent.connect = </World/_materials/NormalMapMaterial/NodeGraph.outputs:tangent_out>
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token outputs:surface
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}
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# Fallback UsdPreviewSurface
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def Shader "FallbackShader"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor = (0.7, 0.8, 0.9)
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float inputs:roughness = 0.25
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float inputs:metallic = 0.0
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normal3f inputs:normal.connect = </World/_materials/NormalMapMaterial/FallbackNormalTexture.outputs:rgb>
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token outputs:surface
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}
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def Shader "FallbackNormalTexture"
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{
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uniform token info:id = "UsdUVTexture"
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asset inputs:file = @./textures/normalmap-gradient.png@ (
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colorSpace = "raw"
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)
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token inputs:sourceColorSpace = "raw"
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float2 inputs:st.connect = </World/_materials/NormalMapMaterial/FallbackTexCoord.outputs:result>
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float4 inputs:scale = (2.0, 2.0, 2.0, 1.0)
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float4 inputs:bias = (-1.0, -1.0, -1.0, 0.0)
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float3 outputs:rgb
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}
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def Shader "FallbackTexCoord"
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{
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uniform token info:id = "UsdPrimvarReader_float2"
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string inputs:varname = "st"
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float2 outputs:result
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}
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# MaterialX NodeGraph for normal/tangent handling
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def NodeGraph "NodeGraph"
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{
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float3 outputs:normal_out.connect = </World/_materials/NormalMapMaterial/NodeGraph/NormalMapNode.outputs:out>
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float3 outputs:tangent_out.connect = </World/_materials/NormalMapMaterial/NodeGraph/TangentNormalize.outputs:out>
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# Read UV coordinates
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def Shader "TexCoord"
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{
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uniform token info:id = "ND_texcoord_vector2"
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int inputs:index = 0
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float2 outputs:out
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}
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# Load normal map texture as vector3
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def Shader "NormalMapTexture"
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{
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uniform token info:id = "ND_image_vector3"
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asset inputs:file = @./textures/normalmap-gradient.png@ (
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colorSpace = "raw"
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)
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float2 inputs:texcoord.connect = </World/_materials/NormalMapMaterial/NodeGraph/TexCoord.outputs:out>
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float3 outputs:out
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}
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# Convert tangent space normal to world space
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def Shader "NormalMapNode"
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{
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uniform token info:id = "ND_normalmap_float"
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float3 inputs:in.connect = </World/_materials/NormalMapMaterial/NodeGraph/NormalMapTexture.outputs:out>
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float inputs:scale = 1.0
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float3 outputs:out
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}
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# Get world space tangent
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def Shader "TangentNode"
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{
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uniform token info:id = "ND_tangent_vector3"
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string inputs:space = "world"
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float3 outputs:out
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}
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# Normalize tangent
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def Shader "TangentNormalize"
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{
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uniform token info:id = "ND_normalize_vector3"
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float3 inputs:in.connect = </World/_materials/NormalMapMaterial/NodeGraph/TangentNode.outputs:out>
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float3 outputs:out
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}
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}
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}
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}
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# Lighting
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def DomeLight "EnvLight"
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{
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float inputs:intensity = 1.0
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asset inputs:texture:file = @./textures/env_studio_default.hdr@
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}
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def DistantLight "KeyLight"
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{
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float inputs:intensity = 2.0
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float3 xformOp:rotateXYZ = (-45, 30, 0)
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uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
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}
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}
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