#usda 1.0 ( defaultPrim = "Camera" doc = "Blender v4.0.0 Release Candidate" 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 = 0.5 float horizontalAperture = 0.36 float horizontalApertureOffset = 0 token projection = "perspective" float verticalAperture = 0.2025 float verticalApertureOffset = 0 } } def Xform "Light" { 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) ) uniform token[] xformOpOrder = ["xformOp:transform"] def SphereLight "Light" { color3f inputs:color = (1, 1, 1) float inputs:diffuse = 1 float inputs:exposure = 0 float inputs:intensity = 318.30988 bool inputs:normalize = 1 float inputs:radius = 0.1 float inputs:specular = 1 } } def Xform "Cube" { matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] def Mesh "Cube" ( prepend apiSchemas = ["MaterialBindingAPI"] ) { uniform bool doubleSided = 1 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] rel material:binding = 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:UVMap = [(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" } } def "_materials" { def Material "Material" { token outputs:surface.connect = def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoat = 0 float inputs:clearcoatRoughness = 0.03 color3f inputs:diffuseColor.connect = float inputs:ior = 1.45 float inputs:metallic = 0 float inputs:opacity = 1 float inputs:roughness = 0.5 float inputs:specular = 0.5 token outputs:surface } def Shader "Image_Texture" { uniform token info:id = "UsdUVTexture" asset inputs:file = @./textures/test_grid.png@ token inputs:sourceColorSpace = "sRGB" float2 inputs:st.connect = float3 outputs:rgb } def Shader "uvmap" { uniform token info:id = "UsdPrimvarReader_float2" token inputs:varname = "UVMap" float2 outputs:result } } }