This change moves the tests data files and publish folder of assets repository to the main blender.git repository as LFS files. The goal of this change is to eliminate toil of modifying tests, cherry-picking changes to LFS branches, adding tests as part of a PR which brings new features or fixes. More detailed explanation and conversation can be found in the design task. Ref #137215 Pull Request: https://projects.blender.org/blender/blender/pulls/137219
157 lines
6.6 KiB
Plaintext
157 lines
6.6 KiB
Plaintext
#usda 1.0
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(
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defaultPrim = "root"
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doc = "Blender v4.4.0 Alpha"
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metersPerUnit = 1
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upAxis = "Z"
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)
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def Xform "root" (
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customData = {
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dictionary Blender = {
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bool generated = 1
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}
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}
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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:blender:object_name = "Camera"
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float3 xformOp:rotateXYZ = (63.559296, 2.2983238e-7, 46.691944)
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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 = (0.1, 100)
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float focalLength = 0.5
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float horizontalAperture = 0.36
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float horizontalApertureOffset = 0
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token projection = "perspective"
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custom string userProperties:blender:data_name = "Camera"
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float verticalAperture = 0.2025
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float verticalApertureOffset = 0
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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:blender:object_name = "Light"
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float3 xformOp:rotateXYZ = (37.261047, 3.1637092, 106.936325)
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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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float3[] extent = [(-0.1, -0.1, -0.1), (0.1, 0.1, 0.1)]
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color3f inputs:color = (1, 1, 1)
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float inputs:diffuse = 1
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float inputs:exposure = 0
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float inputs:intensity = 318.30988
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bool inputs:normalize = 1
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float inputs:radius = 0.1
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float inputs:specular = 1
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custom string userProperties:blender:data_name = "Light"
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}
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}
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def Xform "Cube"
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{
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custom string userProperties:blender:object_name = "Cube"
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def Mesh "Cube" (
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active = true
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prepend apiSchemas = ["MaterialBindingAPI"]
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)
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{
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uniform bool doubleSided = 1
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float3[] extent = [(-1, -1, -1), (1, 1, 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 = [(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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bool[] primvars:sharp_face = [1, 1, 1, 1, 1, 1] (
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interpolation = "uniform"
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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 subdivisionScheme = "none"
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custom string userProperties:blender:data_name = "Cube"
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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:mtlx:surface.connect = </root/_materials/Material/ND_standard_surface_surfaceshader.outputs:surface>
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token outputs:surface.connect = </root/_materials/Material/previewShader.outputs:surface>
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custom string userProperties:blender:data_name = "Material"
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def Shader "previewShader"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
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float inputs:metallic = 0
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float inputs:roughness = 0.5
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token outputs:surface
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}
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def Shader "ND_standard_surface_surfaceshader"
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{
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uniform token info:id = "ND_standard_surface_surfaceshader"
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float inputs:base = 1
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color3f inputs:base_color = (0, 1, 0)
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float inputs:coat = 0
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float inputs:coat_affect_color
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float inputs:coat_affect_roughness
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float inputs:coat_anisotropy = 0
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color3f inputs:coat_color = (1, 1, 1)
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float inputs:coat_IOR = 1.5
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float3 inputs:coat_normal
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float inputs:coat_rotation = 0
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float inputs:coat_roughness = 0.03
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float inputs:diffuse_roughness = 0
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float inputs:emission = 0
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color3f inputs:emission_color = (1, 1, 1)
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float inputs:metalness = 0
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float3 inputs:normal
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color3f inputs:opacity = (1, 1, 1)
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float inputs:sheen = 0
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color3f inputs:sheen_color = (1, 1, 1)
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float inputs:sheen_roughness = 0.5
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float inputs:specular = 0.5
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float inputs:specular_anisotropy = 0
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color3f inputs:specular_color = (1, 1, 1)
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float inputs:specular_IOR = 1.45
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float inputs:specular_rotation = 0
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float inputs:specular_roughness = 0.5
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float inputs:subsurface = 0
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float inputs:subsurface_anisotropy = 0
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color3f inputs:subsurface_color = (0, 1, 0)
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color3f inputs:subsurface_radius = (0.05, 0.01, 0.005)
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float inputs:subsurface_scale
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float3 inputs:tangent
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float inputs:thin_film_IOR = 1.33
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float inputs:thin_film_thickness = 0
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bool inputs:thin_walled
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float inputs:transmission = 0
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color3f inputs:transmission_color = (0, 1, 0)
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float inputs:transmission_depth
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float inputs:transmission_dispersion
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float inputs:transmission_extra_roughness = 0.5
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color3f inputs:transmission_scatter
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float inputs:transmission_scatter_anisotropy
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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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