Add additional test usda/usdc models (copied from tinyusdz/models)

pull/5522/head
Steve M 2024-03-30 10:34:44 -07:00
parent 1285d90c11
commit 825f81b180
8 changed files with 317 additions and 0 deletions

View File

@ -0,0 +1,3 @@
[blendshape.usda](blendshape.usda) copied from tinyusdz/models (No attribution/license cited in that project)
[texturedcube.usda](texturedcube.usda) copied from tinyusdz/models (No attribution/license cited in that project)
[translated-cube.usda](translated-cube.usda) copied from tinyusdz/models (No attribution/license cited in that project)

View File

@ -0,0 +1,154 @@
#usda 1.0
(
defaultPrim = "root"
doc = "Blender v3.4.0 Alpha"
metersPerUnit = 0.01
upAxis = "Z"
)
def Xform "root"
{
float3 xformOp:scale = (100, 100, 100)
uniform token[] xformOpOrder = ["xformOp:scale"]
def Scope "lights"
{
def DomeLight "environment"
{
custom color3f color = (0.05087609, 0.05087609, 0.05087609)
color3f inputs:color = (0.05087609, 0.05087609, 0.05087609)
float inputs:intensity = 683.0135
custom float intensity = 683.0135
}
}
def Scope "materials"
{
def Material "Material"
{
token outputs:surface.connect = </root/materials/Material/preview/Principled_BSDF.outputs:surface>
custom string userProperties:blenderName:data = "Material"
def Scope "preview"
{
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
color3f inputs:emissiveColor = (0, 0, 0)
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 SkelRoot "Cube"
{
custom string userProperties:blenderName:object = "Cube"
def Mesh "Cube" (
active = true
prepend apiSchemas = ["SkelBindingAPI"]
)
{
uniform bool doubleSided = 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 = </root/materials/Material>
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)] (
interpolation = "faceVarying"
)
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)]
int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0, 0, 0, 0] (
elementSize = 1
interpolation = "vertex"
)
float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1, 1, 1, 1] (
elementSize = 1
interpolation = "vertex"
)
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[] skel:blendShapes = ["Key_1"]
rel skel:blendShapeTargets = </root/Cube/Cube/Key_1>
prepend rel skel:skeleton = </root/Cube/Skel>
uniform token subdivisionScheme = "none"
custom string userProperties:blenderName:data = "Cube"
custom string userProperties:blenderName:data:st = "UVMap"
def BlendShape "Key_1"
{
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)]
uniform int[] pointIndices = [0, 1, 2, 3, 4, 5, 6, 7]
}
}
def Skeleton "Skel"
{
uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
uniform token[] joints = ["joint1"]
uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
prepend rel skel:animationSource = </root/Cube/Skel/Anim>
def SkelAnimation "Anim"
{
uniform token[] blendShapes = ["Key_1"]
float[] blendShapeWeights = [0]
}
}
}
def Xform "Light"
{
custom string userProperties:blenderName:object = "Light"
float3 xformOp:rotateXYZ = (37.26105, 3.163703, 106.93632)
float3 xformOp:scale = (1, 0.99999994, 1)
double3 xformOp:translate = (4.076245307922363, 1.0054539442062378, 5.903861999511719)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def SphereLight "Light"
{
custom color3f color = (1, 1, 1)
color3f inputs:color = (1, 1, 1)
float inputs:intensity = 5435247
float inputs:radius = 0.10000002
float inputs:specular = 1
custom float intensity = 5435247
custom float radius = 0.10000002
custom float specular = 1
custom string userProperties:blenderName:data = "Light"
}
}
def Xform "Camera"
{
custom string userProperties:blenderName:object = "Camera"
float3 xformOp:rotateXYZ = (63.559303, -0.0000026647115, 46.691948)
float3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (7.358891487121582, -6.925790786743164, 4.958309173583984)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def Camera "Camera"
{
float2 clippingRange = (10, 10000)
float focalLength = 50
float horizontalAperture = 36
float horizontalApertureOffset = 0
token projection = "perspective"
double shutter:close = 0.25
double shutter:open = -0.25
custom string userProperties:blenderName:data = "Camera"
float verticalAperture = 24
float verticalApertureOffset = 0
}
}
}

View File

@ -0,0 +1,101 @@
#usda 1.0
(
doc = "Blender v3.1.0"
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), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Cube"
{
uniform bool doubleSided = 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 = </_materials/Material>
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)]
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 = </_materials/Material/preview/Principled_BSDF.outputs:surface>
def Scope "preview"
{
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
float3 inputs:diffuseColor.connect = </_materials/Material/preview/Image_Texture.outputs:rgb>
float inputs:ior = 1.45
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.4
float inputs:specular = 0.5
token outputs:surface
}
def Shader "Image_Texture"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @.\textures\checkerboard.png@
token inputs:sourceColorSpace = "sRGB"
float2 inputs:st.connect = </_materials/Material/preview/uvmap.outputs:result>
float3 outputs:rgb
}
def Shader "uvmap"
{
uniform token info:id = "UsdPrimvarReader_float2"
token inputs:varname = "UVMap"
float2 outputs:result
}
}
}
}
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:intensity = 10
float inputs:radius = 0.1
float inputs:specular = 1
}
}

View File

@ -0,0 +1,55 @@
#usda 1.0
(
doc = "Blender v3.1.0"
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), (-1.1853550672531128, 0, 1.9550952911376953, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Cube"
{
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)]
uniform token subdivisionScheme = "none"
}
}
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:intensity = 10
float inputs:radius = 0.1
float inputs:specular = 1
}
}

View File

@ -0,0 +1,4 @@
[blendshape.usdc](blendshape.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
[suzanne.usdc](suzanne.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
[texturedcube.usdc](texturedcube.usdc) copied from tinyusdz/models (No attribution/license cited in that project)
[translated-cube.usdc](translated-cube.usdc) copied from tinyusdz/models (No attribution/license cited in that project)

Binary file not shown.

Binary file not shown.