#usda 1.0
(
defaultPrim = "root"
doc = "Blender v4.2.0"
metersPerUnit = 1
upAxis = "Z"
)
def Xform "root"
(
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def Xform "Cube"
{
custom string userProperties:blender:object_name = "Cube"
def Mesh "Cube"
(
active = true
)
{
float3[] extent = [(-1, -1, -1), (1, 1, 1)]
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1]
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), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
(
interpolation = "faceVarying"
)
point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)]
bool[] primvars:sharp_face = [1, 1, 1, 1, 1, 1]
(
interpolation = "uniform"
)
texCoord2f[] primvars:st = [(0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5)]
(
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
custom string userProperties:blender:data_name = "Cube"
}
}
def DomeLight "env_light"
{
float inputs:intensity = 1
asset inputs:texture:file = @.\textures\sky.hdr@
float3 xformOp:rotateXYZ = (90, 1.2722219e-14, 90)
uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
}
}