Files
tinyusdz/models/mtlx-normalmap-sphere.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

143 lines
5.4 KiB
Plaintext

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