Files
test2/tests/files/usd/usd_simple_mtlx.usda
Sergey Sharybin bbfc97ad6f Move tests/data and assets to the main repository
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
2025-05-05 15:10:22 +02:00

157 lines
6.6 KiB
Plaintext

#usda 1.0
(
defaultPrim = "root"
doc = "Blender v4.4.0 Alpha"
metersPerUnit = 1
upAxis = "Z"
)
def Xform "root" (
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def Xform "Camera"
{
custom string userProperties:blender:object_name = "Camera"
float3 xformOp:rotateXYZ = (63.559296, 2.2983238e-7, 46.691944)
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 = (0.1, 100)
float focalLength = 0.5
float horizontalAperture = 0.36
float horizontalApertureOffset = 0
token projection = "perspective"
custom string userProperties:blender:data_name = "Camera"
float verticalAperture = 0.2025
float verticalApertureOffset = 0
}
}
def Xform "Light"
{
custom string userProperties:blender:object_name = "Light"
float3 xformOp:rotateXYZ = (37.261047, 3.1637092, 106.936325)
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"
{
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
custom string userProperties:blender:data_name = "Light"
}
}
def Xform "Cube"
{
custom string userProperties:blender:object_name = "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 = </root/_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)]
bool[] primvars:sharp_face = [1, 1, 1, 1, 1, 1] (
interpolation = "uniform"
)
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"
custom string userProperties:blender:data_name = "Cube"
}
}
def Scope "_materials"
{
def Material "Material"
{
token outputs:mtlx:surface.connect = </root/_materials/Material/ND_standard_surface_surfaceshader.outputs:surface>
token outputs:surface.connect = </root/_materials/Material/previewShader.outputs:surface>
custom string userProperties:blender:data_name = "Material"
def Shader "previewShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
float inputs:metallic = 0
float inputs:roughness = 0.5
token outputs:surface
}
def Shader "ND_standard_surface_surfaceshader"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
float inputs:base = 1
color3f inputs:base_color = (0, 1, 0)
float inputs:coat = 0
float inputs:coat_affect_color
float inputs:coat_affect_roughness
float inputs:coat_anisotropy = 0
color3f inputs:coat_color = (1, 1, 1)
float inputs:coat_IOR = 1.5
float3 inputs:coat_normal
float inputs:coat_rotation = 0
float inputs:coat_roughness = 0.03
float inputs:diffuse_roughness = 0
float inputs:emission = 0
color3f inputs:emission_color = (1, 1, 1)
float inputs:metalness = 0
float3 inputs:normal
color3f inputs:opacity = (1, 1, 1)
float inputs:sheen = 0
color3f inputs:sheen_color = (1, 1, 1)
float inputs:sheen_roughness = 0.5
float inputs:specular = 0.5
float inputs:specular_anisotropy = 0
color3f inputs:specular_color = (1, 1, 1)
float inputs:specular_IOR = 1.45
float inputs:specular_rotation = 0
float inputs:specular_roughness = 0.5
float inputs:subsurface = 0
float inputs:subsurface_anisotropy = 0
color3f inputs:subsurface_color = (0, 1, 0)
color3f inputs:subsurface_radius = (0.05, 0.01, 0.005)
float inputs:subsurface_scale
float3 inputs:tangent
float inputs:thin_film_IOR = 1.33
float inputs:thin_film_thickness = 0
bool inputs:thin_walled
float inputs:transmission = 0
color3f inputs:transmission_color = (0, 1, 0)
float inputs:transmission_depth
float inputs:transmission_dispersion
float inputs:transmission_extra_roughness = 0.5
color3f inputs:transmission_scatter
float inputs:transmission_scatter_anisotropy
token outputs:surface
}
}
}
}