#usda 1.0
(
doc = """Generated from Composed Stage of root layer c:\\Users\\pablode\\AppData\\Local\\Temp\\hdusd\\4784\\tmpls_3rcd2.usda
"""
metersPerUnit = 1
upAxis = "Z"
)
def Xform "Camera"
{
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) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Camera "Camera"
{
float2 clippingRange = (0.1, 100)
float focalLength = 50
float horizontalAperture = 36
float horizontalApertureOffset = 0
token projection = "perspective"
float verticalAperture = 20.25
float verticalApertureOffset = 0
}
}
def Xform "Cube"
{
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (3.391047239303589, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Cube"
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
int[] faceVertexIndices = [0, 1, 3, 0, 3, 2, 2, 3, 7, 2, 7, 6, 6, 7, 5, 6, 5, 4, 4, 5, 1, 4, 1, 0, 2, 6, 4, 2, 4, 0, 7, 3, 1, 7, 1, 5]
rel material:binding = </Cube/Material/Materials/USD_Default>
normal3f[] normals = [(-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, 0), (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, -0, 1), (0, -0, 1), (0, -0, 1), (0, -0, 1), (0, -0, 1), (0, -0, 1)] (
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)]
texCoord2f[] primvars:st = [(0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75)] (
interpolation = "faceVarying"
)
int[] primvars:st:indices = [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23]
uniform token subdivisionScheme = "none"
}
def "Material"
{
def "Materials"
{
def Material "USD_Default"
{
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
color3f inputs:diffuseColor = (0.18, 0.18, 0.18)
float inputs:displacement = 0
color3f inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float3 inputs:normal = (0, 0, 1)
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacityThreshold = 0
float inputs:roughness = 0.5
color3f inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 0
token outputs:mtlx:surface.connect = </Cube/Material/Materials/USD_Default/ND_UsdPreviewSurface_surfaceshader.outputs:surface>
def Shader "ND_UsdPreviewSurface_surfaceshader"
{
uniform token info:id = "ND_UsdPreviewSurface_surfaceshader"
float inputs:clearcoat.connect = </Cube/Material/Materials/USD_Default.inputs:clearcoat>
float inputs:clearcoatRoughness.connect = </Cube/Material/Materials/USD_Default.inputs:clearcoatRoughness>
color3f inputs:diffuseColor.connect = </Cube/Material/Materials/USD_Default.inputs:diffuseColor>
float inputs:displacement.connect = </Cube/Material/Materials/USD_Default.inputs:displacement>
color3f inputs:emissiveColor.connect = </Cube/Material/Materials/USD_Default.inputs:emissiveColor>
float inputs:ior.connect = </Cube/Material/Materials/USD_Default.inputs:ior>
float inputs:metallic.connect = </Cube/Material/Materials/USD_Default.inputs:metallic>
float3 inputs:normal.connect = </Cube/Material/Materials/USD_Default.inputs:normal>
float inputs:occlusion.connect = </Cube/Material/Materials/USD_Default.inputs:occlusion>
float inputs:opacity.connect = </Cube/Material/Materials/USD_Default.inputs:opacity>
float inputs:opacityThreshold.connect = </Cube/Material/Materials/USD_Default.inputs:opacityThreshold>
float inputs:roughness.connect = </Cube/Material/Materials/USD_Default.inputs:roughness>
color3f inputs:specularColor.connect = </Cube/Material/Materials/USD_Default.inputs:specularColor>
int inputs:useSpecularWorkflow.connect = </Cube/Material/Materials/USD_Default.inputs:useSpecularWorkflow>
token outputs:surface
}
}
}
def "Shaders"
{
def Shader "ND_UsdPreviewSurface_surfaceshader"
{
uniform token info:id = "ND_UsdPreviewSurface_surfaceshader"
token outputs:surface
}
}
}
}
def Xform "Cube_001"
{
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-4.016847610473633, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Cube_001"
{
uniform bool doubleSided = 1
int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
int[] faceVertexIndices = [0, 1, 3, 0, 3, 2, 2, 3, 7, 2, 7, 6, 6, 7, 5, 6, 5, 4, 4, 5, 1, 4, 1, 0, 2, 6, 4, 2, 4, 0, 7, 3, 1, 7, 1, 5]
rel material:binding = </Cube_001/Material/Materials/USD_Default>
normal3f[] normals = [(-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, 0), (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, -0, 1), (0, -0, 1), (0, -0, 1), (0, -0, 1), (0, -0, 1), (0, -0, 1)] (
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)]
texCoord2f[] primvars:st = [(0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75)] (
interpolation = "faceVarying"
)
int[] primvars:st:indices = [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23]
uniform token subdivisionScheme = "none"
}
def "Material"
{
def "Materials"
{
def Material "USD_Default"
{
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
color3f inputs:diffuseColor = (0.18, 0.18, 0.18)
float inputs:displacement = 0
color3f inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float3 inputs:normal = (0, 0, 1)
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacityThreshold = 0
float inputs:roughness = 0.5
color3f inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 0
token outputs:mtlx:surface.connect = </Cube_001/Material/Materials/USD_Default/ND_UsdPreviewSurface_surfaceshader.outputs:surface>
def Shader "ND_UsdPreviewSurface_surfaceshader"
{
uniform token info:id = "ND_UsdPreviewSurface_surfaceshader"
float inputs:clearcoat.connect = </Cube_001/Material/Materials/USD_Default.inputs:clearcoat>
float inputs:clearcoatRoughness.connect = </Cube_001/Material/Materials/USD_Default.inputs:clearcoatRoughness>
color3f inputs:diffuseColor.connect = </Cube_001/Material/Materials/USD_Default.inputs:diffuseColor>
float inputs:displacement.connect = </Cube_001/Material/Materials/USD_Default.inputs:displacement>
color3f inputs:emissiveColor.connect = </Cube_001/Material/Materials/USD_Default.inputs:emissiveColor>
float inputs:ior.connect = </Cube_001/Material/Materials/USD_Default.inputs:ior>
float inputs:metallic.connect = </Cube_001/Material/Materials/USD_Default.inputs:metallic>
float3 inputs:normal.connect = </Cube_001/Material/Materials/USD_Default.inputs:normal>
float inputs:occlusion.connect = </Cube_001/Material/Materials/USD_Default.inputs:occlusion>
float inputs:opacity.connect = </Cube_001/Material/Materials/USD_Default.inputs:opacity>
float inputs:opacityThreshold.connect = </Cube_001/Material/Materials/USD_Default.inputs:opacityThreshold>
float inputs:roughness.connect = </Cube_001/Material/Materials/USD_Default.inputs:roughness>
color3f inputs:specularColor.connect = </Cube_001/Material/Materials/USD_Default.inputs:specularColor>
int inputs:useSpecularWorkflow.connect = </Cube_001/Material/Materials/USD_Default.inputs:useSpecularWorkflow>
token outputs:surface
}
}
}
def "Shaders"
{
def Shader "ND_UsdPreviewSurface_surfaceshader"
{
uniform token info:id = "ND_UsdPreviewSurface_surfaceshader"
token outputs:surface
}
}
}
}
def "World"
{
def DomeLight "World"
{
color3f inputs:color = (0.05087609, 0.05087609, 0.05087609)
float inputs:intensity = 1
custom float inputs:transparency = 1
float xformOp:rotateX = 180
float xformOp:rotateX:orientToStageUpAxis = 90
float xformOp:rotateY = -90
uniform token[] xformOpOrder = ["xformOp:rotateX:orientToStageUpAxis", "xformOp:rotateX", "xformOp:rotateY"]
}
}