#usda 1.0
(
defaultPrim = "World"
upAxis = "Y"
)
def Xform "World"
{
double3 xformOp:translate = (10, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate"]
def Mesh "Cube" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform token subdivisionScheme = "none"
rel material:binding = </World/Looks/CubeMat>
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [
0, 1, 3, 2,
2, 3, 5, 4,
4, 5, 7, 6,
6, 7, 1, 0,
1, 7, 5, 3,
6, 0, 2, 4
]
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)
]
normal3f[] normals = [
(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, -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)
] (
interpolation = "faceVarying"
)
texCoord2f[] primvars:st = [
(0, 0), (1, 0), (1, 1), (0, 1)
] (
interpolation = "faceVarying"
)
int[] primvars:st:indices = [
0, 1, 2, 3,
0, 1, 2, 3,
0, 1, 2, 3,
0, 1, 2, 3,
0, 1, 2, 3,
0, 1, 2, 3
]
}
def Sphere "Ball"
{
double radius = 1.0
}
def Scope "Looks"
{
def Material "CubeMat"
{
token outputs:surface.connect = </World/Looks/CubeMat/Surface.outputs:surface>
def Shader "Surface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </World/Looks/CubeMat/DiffuseTex.outputs:rgb>
float inputs:roughness.connect = </World/Looks/CubeMat/RoughTex.outputs:r>
token outputs:surface
}
def Shader "DiffuseTex"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @./textures/diffuse.png@
float3 outputs:rgb
}
def Shader "RoughTex"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @./textures/roughness.png@
float outputs:r
}
}
}
}