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add timesampled primvar test scene.
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syoyo committed Apr 29, 2024
1 parent 1c8499d commit df8d046
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130 changes: 130 additions & 0 deletions models/texture-plane-indexed-primvar-uv-timesampled-002.usda
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#usda 1.0
(
defaultPrim = "root"
doc = "Blender v4.1.1"
metersPerUnit = 1
upAxis = "Z"
)

# Both UV coord and UV primvar indices have timesampled value.

def Xform "root" (
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def Xform "Grid"
{
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 "Grid" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-1, -1, 0), (1, 1, 0)]
int[] faceVertexCounts = [4, 4]
int[] faceVertexIndices = [0, 1, 4, 3, 1, 2, 5, 4]
rel material:binding = </root/_materials/Material_001>
normal3f[] normals = [(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, 0), (0, -1, 0), (1, -1, 0), (-1, 1, 0), (0, 1, 0), (1, 1, 0)]
bool[] primvars:sharp_face = [1, 1] (
interpolation = "uniform"
)
texCoord2f[] primvars:UVMap = [(0, 0), (0.5, 0), (0.5, 1), (0, 1), (1, 0), (1, 1)] (
interpolation = "faceVarying"
)
texCoord2f[] primvars:UVMap.timeSamples = {
0: [(0, 0), (0.5, 0), (0.5, 1), (0, 1), (1, 0), (1, 1)],
10: [(0, 0.1), (0.5, 0.1), (0.5, 0.9), (0, 0.9), (1, 0.1), (1, 0.9)],
}
int[] primvars:UVMap:indices.timeSamples = {
0: [0, 1, 2, 3, 1, 4, 5, 2],
10: [4, 2, 1, 0, 2, 5, 4, 1]
}
uniform token subdivisionScheme = "none"
}
}

def Scope "_materials"
{
def Material "Material_001"
{
token outputs:surface.connect = </root/_materials/Material_001/Principled_BSDF.outputs:surface>

def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor.connect = </root/_materials/Material_001/Image_Texture.outputs:rgb>
float inputs:ior = 1.5
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/texture-cat.jpg@
token inputs:sourceColorSpace = "sRGB"
float2 inputs:st.connect = </root/_materials/Material_001/uvmap.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
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"
{
float3[] extent = [(-0.1, -0.1, -0.1), (0.1, 0.1, 0.1)]
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 "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
}
}
}

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