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simpleCubeVertex.usda
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97 lines (92 loc) · 3.3 KB
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#usda 1.0
(
customLayerData = {
dictionary cameraSettings = {
dictionary Front = {
double3 position = (0, 0, 50000)
double radius = 500
}
dictionary Perspective = {
double3 position = (500.0000000000001, 500.0000000000001, 499.9999999999998)
double3 target = (0, 0, 0)
}
dictionary Right = {
double3 position = (-50000, 0, -1.1102230246251565e-11)
double radius = 500
}
dictionary Top = {
double3 position = (-4.329780281177466e-12, 50000, 1.1102230246251565e-11)
double radius = 500
}
string boundCamera = "/OmniverseKit_Persp"
}
dictionary omni_layer = {
dictionary muteness = {
}
}
dictionary renderSettings = {
}
}
defaultPrim = "World"
endTimeCode = 100
metersPerUnit = 0.01
startTimeCode = 0
timeCodesPerSecond = 24
upAxis = "Y"
)
def Xform "World"
{
def DistantLight "defaultLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float angle = 1
float intensity = 3000
float shaping:cone:angle = 180
float shaping:cone:softness
float shaping:focus
color3f shaping:focusTint
asset shaping:ies:file
double3 xformOp:rotateXYZ = (315, 4.5, 0)
double3 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 = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 1, 2, 3,
4, 5, 6, 7,
8, 9, 10, 11,
12, 13, 14, 15,
16, 17, 18, 19,
20, 21, 22, 23]
normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 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, 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 = "vertex"
)
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),
(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50),
(-50, -50, 50), (50, -50, 50), (50, 50, 50), (-50, 50, 50),
(-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-50, 50, -50),
(-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 50, -50)]
float2[] primvars:st = [(1, 0), (0, 0), (0, 1), (1, 1),
(1, 0), (1, 1), (0, 1), (0, 0),
(1, 0), (0, 0), (0, 1), (1, 1),
(1, 0), (0, 0), (0, 1), (1, 1),
(1, 0), (1, 1), (0, 1), (0, 0),
(1, 0), (1, 1), (0, 1), (0, 0)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}