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UsdPreviewSurface.usda
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55 lines (50 loc) · 2.62 KB
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#usda 1.0
(
defaultPrim = "Root"
upAxis = "Y"
)
def Xform "Root"
{
def Xform "Cube"
{
float3 xformOp:rotateXYZ = (0, -1.0109721, 0)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Mesh "Cube"
{
int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
int[] faceVertexIndices = [3, 2, 0, 1, 3, 0, 5, 4, 2, 3, 5, 2, 7, 6, 4, 5, 7, 4, 1, 0, 6, 7, 1, 6, 5, 3, 1, 7, 5, 1, 2, 4, 6, 0, 2, 6]
rel material:binding = </Root/texture_mat>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (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, 1, -0), (0, 1, -0), (0, 0, 1), (0, 0, 1), (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, -1, -0), (0, -1, -0), (-1, 0, -0), (-1, 0, -0), (-1, 0, -0), (-1, 0, -0), (-1, 0, -0), (-1, 0, -0), (1, 0, -0), (1, 0, -0), (1, 0, -0), (1, 0, -0), (1, 0, -0), (1, 0, -0)] (
interpolation = "faceVarying"
)
point3f[] points = [(50, -50, -50), (-50, -50, -50), (50, 50, -50), (-50, 50, -50), (50, 50, 50), (-50, 50, 50), (50, -50, 50), (-50, -50, 50)]
texCoord2f[] primvars:st = [(1, 1), (0, 1), (0, 0), (1, 0), (1, 1), (0, 0), (1, 1), (0, 1), (0, 0), (1, 0), (1, 1), (0, 0), (1, 1), (0, 1), (0, 0), (1, 0), (1, 1), (0, 0), (1, 1), (0, 1), (0, 0), (1, 0), (1, 1), (0, 0), (1, 1), (0, 1), (0, 0), (1, 0), (1, 1), (0, 0), (1, 1), (0, 1), (0, 0), (1, 0), (1, 1), (0, 0)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
token ui:displayGroup = "Material Graphs"
token ui:displayName = "Cube"
int ui:order = 1024
token visibility = "inherited"
float3 xformOp:rotateXYZ = (0, -0, 0)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
def Material "texture_mat"
{
token inputs:frame:stPrimvarName = "st"
token outputs:surface.connect = </Root/texture_mat/PBRShader.outputs:surface>
def Shader "PBRShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1.0, 0.4, 0.2)
float inputs:metallic = 0
float inputs:roughness = 0.5
token outputs:surface
}
}
}