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concave_polygons.usda
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90 lines (83 loc) · 3.49 KB
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#usda 1.0
(
defaultPrim = "root"
endTimeCode = 300
framesPerSecond = 30
startTimeCode = 0
)
def Xform "root"
{
def Scope "Materials"
{
def Material "mat1"
{
token outputs:surface.connect = </root/Materials/mat1/PBRShader.outputs:surface>
def Shader "PBRShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.6120656, 0.6120656, 0.6120656)
float inputs:ior = 1.5
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.1
token outputs:surface
}
}
}
def Mesh "Quad"
{
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 2, 3, 1]
rel material:binding = </root/Materials/mat1>
normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
point3f[] points = [(-14, -2.5, 0), (-24, -2.5, 0), (-14, 7.5, 0), (-24, 7.5, 0)]
texCoord2f[] primvars:st = [(1, 0), (1, 1), (0, 1), (0, 0)] (
interpolation = "faceVarying"
)
int[] primvars:st:indices = [0, 1, 2, 3]
uniform token subdivisionScheme = "none"
}
def Mesh "Hexagonal"
{
int[] faceVertexCounts = [6]
int[] faceVertexIndices = [0, 1, 2, 3, 4, 5]
rel material:binding = </root/Materials/mat1>
normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
point3f[] points = [(-4.037787, 6.7646804, 0), (-8.962216, 6.7646804, 0), (-11.42443, 2.4999998, 0), (-8.9622135, -1.7646809, 0), (-4.037787, -1.7646809, 0), (-1.5755707, 2.500001, 0)]
texCoord2f[] primvars:st = [(0.75, 0.9330127), (0.24999997, 0.9330127), (0, 0.49999994), (0.25000006, 0.066987276), (0.74999994, 0.066987276), (1, 0.5000001)] (
interpolation = "faceVarying"
)
texCoord2f[] primvars:st2 = [(0.75, 0.9330127), (0.24999997, 0.9330127), (0, 0.49999994), (0.25000006, 0.066987276), (0.74999994, 0.066987276), (1, 0.5000001)] (
interpolation = "faceVarying"
)
int[] primvars:st2:indices = [0, 1, 2, 3, 4, 5]
int[] primvars:st:indices = [0, 1, 2, 3, 4, 5]
uniform token subdivisionScheme = "none"
}
def Mesh "Concave"
{
int[] faceVertexCounts = [6]
int[] faceVertexIndices = [0, 2, 5, 4, 3, 1]
rel material:binding = </root/Materials/mat1>
normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
point3f[] points = [(13.5, -2.5, 0), (3.5, -2.5, 0), (13.5, 7.5, 0), (3.5, 7.5, 0), (6.8201175, 4.5, 0), (10.867702, 4.5, 0)]
texCoord2f[] primvars:st = [(1, 0), (1, 1), (0.7867701, 1), (0.3320117, 1), (0, 1), (0, 0)] (
interpolation = "faceVarying"
)
int[] primvars:st:indices = [0, 1, 2, 3, 4, 5]
uniform token subdivisionScheme = "none"
}
def Mesh "Concave2"
{
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 2, 3, 1]
rel material:binding = </root/Materials/mat1>
normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
point3f[] points = [(27, -2.5, 0), (17, -2.5, 0), (20, 0.5, 0), (17, 7.5, 0)]
texCoord2f[] primvars:st = [(1, 0), (1, 1), (0, 1), (0, 0)] (
interpolation = "faceVarying"
)
int[] primvars:st:indices = [0, 1, 2, 3]
uniform token subdivisionScheme = "none"
}
}