mirror of
https://github.com/lighttransport/tinyusdz.git
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121 lines
4.3 KiB
Plaintext
121 lines
4.3 KiB
Plaintext
#usda 1.0
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(
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defaultPrim = "root"
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doc = "Blender v4.1.0"
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metersPerUnit = 1
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upAxis = "Z"
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)
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def Xform "root" (
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customData = {
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dictionary Blender = {
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bool generated = 1
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}
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}
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)
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{
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def Xform "Plane"
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{
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matrix4d xformOp:transform = ( (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"]
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def Mesh "Plane" (
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prepend apiSchemas = ["MaterialBindingAPI"]
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)
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{
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uniform bool doubleSided = 1
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float3[] extent = [(-1, -1, 0), (1, 1, 0)]
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int[] faceVertexCounts = [3, 3]
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int[] faceVertexIndices = [2, 1, 3, 2, 0, 1]
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rel material:binding = </root/_materials/Material_001>
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normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)] (
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interpolation = "faceVarying"
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)
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point3f[] points = [(1, 1, 0), (-1, 1, 0), (1, -1, 0), (-1, -1, 0)]
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bool[] primvars:sharp_face = [1, 1] (
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interpolation = "uniform"
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)
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texCoord2f[] primvars:UVMap = [(1, 0), (0, 1), (0, 0), (1, 0), (1, 1), (0, 1)] (
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interpolation = "faceVarying"
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)
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uniform token subdivisionScheme = "none"
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}
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}
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def Scope "_materials"
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{
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def Material "Material_001"
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{
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token outputs:surface.connect = </root/_materials/Material_001/Principled_BSDF.outputs:surface>
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def Shader "Principled_BSDF"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat = 0
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float inputs:clearcoatRoughness = 0.03
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color3f inputs:diffuseColor.connect = </root/_materials/Material_001/Image_Texture.outputs:rgb>
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float inputs:ior = 1.5
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float inputs:metallic = 0
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float inputs:opacity = 1
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float inputs:roughness = 0.5
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float inputs:specular = 0.5
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token outputs:surface
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}
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def Shader "Image_Texture"
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{
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uniform token info:id = "UsdUVTexture"
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asset inputs:file = @./textures/texture-cat.jpg@
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token inputs:sourceColorSpace = "sRGB"
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float2 inputs:st.connect = </root/_materials/Material_001/uvmap.outputs:result>
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float3 outputs:rgb
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}
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def Shader "uvmap"
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{
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uniform token info:id = "UsdPrimvarReader_float2"
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token inputs:varname = "UVMap"
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float2 outputs:result
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}
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}
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}
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def Xform "Camera"
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{
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matrix4d xformOp:transform = ( (0.6859206557273865, 0.7276763319969177, 0, 0), (-0.32401347160339355, 0.305420845746994, 0.8953956365585327, 0), (0.6515582203865051, -0.6141703724861145, 0.44527140259742737, 0), (7.358891487121582, -6.925790786743164, 4.958309173583984, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def Camera "Camera"
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{
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float2 clippingRange = (0.1, 100)
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float focalLength = 0.5
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float horizontalAperture = 0.36
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float horizontalApertureOffset = 0
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token projection = "perspective"
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float verticalAperture = 0.2025
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float verticalApertureOffset = 0
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}
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}
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def Xform "Light"
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{
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matrix4d xformOp:transform = ( (-0.29086464643478394, 0.9551711678504944, -0.05518905818462372, 0), (-0.7711008191108704, -0.1998833566904068, 0.6045247316360474, 0), (0.5663931965827942, 0.21839119493961334, 0.7946722507476807, 0), (4.076245307922363, 1.0054539442062378, 5.903861999511719, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def SphereLight "Light"
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{
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float3[] extent = [(-0.1, -0.1, -0.1), (0.1, 0.1, 0.1)]
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color3f inputs:color = (1, 1, 1)
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float inputs:diffuse = 1
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float inputs:exposure = 0
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float inputs:intensity = 318.30988
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bool inputs:normalize = 1
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float inputs:radius = 0.1
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float inputs:specular = 1
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}
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}
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}
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