#usda 1.0 ( defaultPrim = "root" doc = "Blender v4.5.0 Beta" metersPerUnit = 1 upAxis = "Z" ) def Xform "root" ( customData = { dictionary Blender = { bool generated = 1 } } ) { def Xform "Cube" { def Mesh "Cube" ( active = true 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)] 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 subdivisionScheme = "none" } } def Scope "_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 NodeGraph "node_graph_BaseColor" ( prepend references = ) { } } def NodeGraph "node_graph_BaseColor" { string inputs:frame:st = "st" float3 outputs:rgb.connect = def Shader "node_graph_BaseColor" { uniform token info:id = "UsdUVTexture" asset inputs:file = @./textures/test_single.png@ float2 inputs:st.connect = token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float3 outputs:rgb } def Shader "PrimvarReader_st" { uniform token info:id = "UsdPrimvarReader_float2" string inputs:varname.connect = float2 outputs:result } } } }