Add additional test usda/usdc models (copied from tinyusdz/models)
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1285d90c11
commit
825f81b180
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[blendshape.usda](blendshape.usda) copied from tinyusdz/models (No attribution/license cited in that project)
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[texturedcube.usda](texturedcube.usda) copied from tinyusdz/models (No attribution/license cited in that project)
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[translated-cube.usda](translated-cube.usda) copied from tinyusdz/models (No attribution/license cited in that project)
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#usda 1.0
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(
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defaultPrim = "root"
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doc = "Blender v3.4.0 Alpha"
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metersPerUnit = 0.01
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upAxis = "Z"
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)
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def Xform "root"
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{
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float3 xformOp:scale = (100, 100, 100)
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uniform token[] xformOpOrder = ["xformOp:scale"]
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def Scope "lights"
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{
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def DomeLight "environment"
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{
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custom color3f color = (0.05087609, 0.05087609, 0.05087609)
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color3f inputs:color = (0.05087609, 0.05087609, 0.05087609)
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float inputs:intensity = 683.0135
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custom float intensity = 683.0135
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}
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}
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def Scope "materials"
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{
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def Material "Material"
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{
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token outputs:surface.connect = </root/materials/Material/preview/Principled_BSDF.outputs:surface>
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custom string userProperties:blenderName:data = "Material"
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def Scope "preview"
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{
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def Shader "Principled_BSDF"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat = 0
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float inputs:clearcoatRoughness = 0.03
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color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
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color3f inputs:emissiveColor = (0, 0, 0)
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float inputs:ior = 1.45
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float inputs:metallic = 0
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float inputs:opacity = 1
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float inputs:roughness = 0.5
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float inputs:specular = 0.5
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token outputs:surface
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}
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}
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}
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}
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def SkelRoot "Cube"
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{
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custom string userProperties:blenderName:object = "Cube"
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def Mesh "Cube" (
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active = true
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prepend apiSchemas = ["SkelBindingAPI"]
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)
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{
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uniform bool doubleSided = 1
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int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
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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]
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rel material:binding = </root/materials/Material>
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normal3f[] normals = [(-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-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)] (
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interpolation = "faceVarying"
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)
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point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1.9918684, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)]
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int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0, 0, 0, 0] (
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elementSize = 1
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interpolation = "vertex"
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)
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float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1, 1, 1, 1] (
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elementSize = 1
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interpolation = "vertex"
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)
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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)] (
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interpolation = "faceVarying"
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)
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uniform token[] skel:blendShapes = ["Key_1"]
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rel skel:blendShapeTargets = </root/Cube/Cube/Key_1>
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prepend rel skel:skeleton = </root/Cube/Skel>
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uniform token subdivisionScheme = "none"
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custom string userProperties:blenderName:data = "Cube"
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custom string userProperties:blenderName:data:st = "UVMap"
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def BlendShape "Key_1"
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{
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uniform vector3f[] offsets = [(0, 0, 0.98508406), (0, 0, 0), (0, 0.892874, 0.98508406), (0, 0, 0), (0, 0, 0.98508406), (0, 0, 0), (0, 0, 0.98508406), (0, 0, 0)]
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uniform int[] pointIndices = [0, 1, 2, 3, 4, 5, 6, 7]
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}
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}
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def Skeleton "Skel"
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{
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uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
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uniform token[] joints = ["joint1"]
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uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
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prepend rel skel:animationSource = </root/Cube/Skel/Anim>
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def SkelAnimation "Anim"
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{
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uniform token[] blendShapes = ["Key_1"]
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float[] blendShapeWeights = [0]
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}
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}
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}
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def Xform "Light"
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{
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custom string userProperties:blenderName:object = "Light"
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float3 xformOp:rotateXYZ = (37.26105, 3.163703, 106.93632)
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float3 xformOp:scale = (1, 0.99999994, 1)
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double3 xformOp:translate = (4.076245307922363, 1.0054539442062378, 5.903861999511719)
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uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
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def SphereLight "Light"
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{
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custom color3f color = (1, 1, 1)
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color3f inputs:color = (1, 1, 1)
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float inputs:intensity = 5435247
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float inputs:radius = 0.10000002
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float inputs:specular = 1
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custom float intensity = 5435247
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custom float radius = 0.10000002
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custom float specular = 1
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custom string userProperties:blenderName:data = "Light"
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}
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}
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def Xform "Camera"
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{
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custom string userProperties:blenderName:object = "Camera"
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float3 xformOp:rotateXYZ = (63.559303, -0.0000026647115, 46.691948)
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float3 xformOp:scale = (1, 1, 1)
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double3 xformOp:translate = (7.358891487121582, -6.925790786743164, 4.958309173583984)
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uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
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def Camera "Camera"
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{
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float2 clippingRange = (10, 10000)
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float focalLength = 50
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float horizontalAperture = 36
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float horizontalApertureOffset = 0
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token projection = "perspective"
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double shutter:close = 0.25
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double shutter:open = -0.25
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custom string userProperties:blenderName:data = "Camera"
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float verticalAperture = 24
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float verticalApertureOffset = 0
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}
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}
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}
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#usda 1.0
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(
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doc = "Blender v3.1.0"
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metersPerUnit = 1
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upAxis = "Z"
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)
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def Xform "Camera"
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{
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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) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def Camera "Camera"
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{
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float2 clippingRange = (0.1, 100)
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float focalLength = 50
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float horizontalAperture = 36
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float horizontalApertureOffset = 0
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token projection = "perspective"
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float verticalAperture = 20.25
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float verticalApertureOffset = 0
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}
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}
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def Xform "Cube"
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{
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def Mesh "Cube"
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{
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uniform bool doubleSided = 1
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int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
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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]
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rel material:binding = </_materials/Material>
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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)] (
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interpolation = "faceVarying"
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)
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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)]
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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)] (
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interpolation = "faceVarying"
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)
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uniform token subdivisionScheme = "none"
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}
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}
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def "_materials"
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{
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def Material "Material"
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{
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token outputs:surface.connect = </_materials/Material/preview/Principled_BSDF.outputs:surface>
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def Scope "preview"
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{
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def Shader "Principled_BSDF"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat = 0
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float inputs:clearcoatRoughness = 0.03
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float3 inputs:diffuseColor.connect = </_materials/Material/preview/Image_Texture.outputs:rgb>
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float inputs:ior = 1.45
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float inputs:metallic = 0
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float inputs:opacity = 1
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float inputs:roughness = 0.4
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float inputs:specular = 0.5
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token outputs:surface
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}
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def Shader "Image_Texture"
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{
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uniform token info:id = "UsdUVTexture"
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asset inputs:file = @.\textures\checkerboard.png@
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token inputs:sourceColorSpace = "sRGB"
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float2 inputs:st.connect = </_materials/Material/preview/uvmap.outputs:result>
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float3 outputs:rgb
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}
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def Shader "uvmap"
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{
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uniform token info:id = "UsdPrimvarReader_float2"
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token inputs:varname = "UVMap"
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float2 outputs:result
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}
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}
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}
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}
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def Xform "Light"
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{
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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) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def SphereLight "Light"
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{
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color3f inputs:color = (1, 1, 1)
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float inputs:intensity = 10
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float inputs:radius = 0.1
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float inputs:specular = 1
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}
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}
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@ -0,0 +1,55 @@
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#usda 1.0
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(
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doc = "Blender v3.1.0"
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metersPerUnit = 1
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upAxis = "Z"
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)
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def Xform "Camera"
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{
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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) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def Camera "Camera"
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{
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float2 clippingRange = (0.1, 100)
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float focalLength = 50
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float horizontalAperture = 36
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float horizontalApertureOffset = 0
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token projection = "perspective"
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float verticalAperture = 20.25
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float verticalApertureOffset = 0
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}
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}
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def Xform "Cube"
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{
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def Mesh "Cube"
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{
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int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
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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]
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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)] (
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interpolation = "faceVarying"
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)
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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)]
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uniform token subdivisionScheme = "none"
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}
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}
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def Xform "Light"
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{
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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) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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def SphereLight "Light"
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{
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color3f inputs:color = (1, 1, 1)
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float inputs:intensity = 10
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float inputs:radius = 0.1
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float inputs:specular = 1
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}
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}
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[blendshape.usdc](blendshape.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
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[suzanne.usdc](suzanne.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
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[texturedcube.usdc](texturedcube.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
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[translated-cube.usdc](translated-cube.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
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