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#usda 1.0
(
defaultPrim = "World"
doc = """Generated from Composed Stage of root layer
"""
endTimeCode = 1
startTimeCode = 0
timeCodesPerSecond = 60
upAxis = "Z"
)
def Xform "World"
{
def Xform "Light_Xform_0"
{
double3 xformOp:translate.timeSamples = {
0: (0, -3.674234628677368, 3.674234628677368),
}
uniform token[] xformOpOrder = ["xformOp:translate"]
def SphereLight "Light_0"
{
color3f inputs:color = (0.4, 0.4, 0.4)
float inputs:intensity = 10000
bool inputs:normalize = 1
float inputs:radius = 0.3
bool treatAsPoint = 0
}
}
def Xform "Camera_Xform_closeup"
{
matrix4d xformOp:transform.timeSamples = {
0: ( (1, 0, -0, 0), (0, 0.009999499656260014, 0.9999499917030334, 0), (0, -0.9999499917030334, 0.009999499656260014, 0), (0, -6, 0, 1) ),
}
uniform token[] xformOpOrder = ["xformOp:transform"]
def Camera "Camera_closeup"
{
float2 clippingRange = (0.0001, 1000000)
float focalLength = 12
float focusDistance = 400
float horizontalAperture = 12
}
}
def Xform "Mesh_Xform_white_box_id0_geom"
{
token visibility.timeSamples = {
0: "inherited",
1: "invisible",
}
float3 xformOp:scale
matrix4d xformOp:transform.timeSamples = {
0: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ),
}
uniform token[] xformOpOrder = ["xformOp:transform", "xformOp:scale"]
def Mesh "Mesh_white_box_id0_geom" (
apiSchemas = ["MaterialBindingAPI"]
)
{
int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
int[] faceVertexIndices = [4, 7, 5, 4, 6, 7, 0, 2, 4, 2, 6, 4, 0, 1, 2, 1, 3, 2, 1, 5, 7, 1, 7, 3, 2, 3, 7, 2, 7, 6, 0, 4, 1, 1, 4, 5]
rel material:binding = </World/_materials/Material_white_box_id0_geom>
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 "_materials"
{
def Material "Material_white_box_id0_geom"
{
token outputs:surface.connect = </World/_materials/Material_white_box_id0_geom/Principled_BSDF.outputs:surface>
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 1, 1)
float inputs:metallic = 0.5
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:surface
}
}
}
}