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dome_light.usda
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149 lines (143 loc) · 6.12 KB
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#usda 1.0
(
customLayerData = {
dictionary cameraSettings = {
dictionary Front = {
double3 position = (0, 0, 50000)
double radius = 500
}
dictionary Perspective = {
double3 position = (-1623.0393929704028, 333.4019764811973, 1566.2616308240379)
double3 target = (11.414222042991241, 101.2358722617075, -12.694937139825015)
}
dictionary Right = {
double3 position = (-50000, 0, -1.1102230246251565e-11)
double radius = 500
}
dictionary Top = {
double3 position = (-4.329780281177466e-12, 50000, 1.1102230246251565e-11)
double radius = 500
}
string boundCamera = "/OmniverseKit_Persp"
}
dictionary omni_layer = {
dictionary muteness = {
}
}
dictionary renderSettings = {
float3 "rtx:debugView:pixelDebug:textColor" = (0, 1e18, 0)
float3 "rtx:dynamicDiffuseGI:probeCounts" = (6, 6, 6)
float3 "rtx:dynamicDiffuseGI:probeGridOrigin" = (-210, -250, -10)
float3 "rtx:dynamicDiffuseGI:volumeSize" = (600, 440, 300)
float3 "rtx:fog:fogColor" = (0.75, 0.75, 0.75)
float3 "rtx:lightspeed:material:overrideAlbedo" = (0.5, 0.5, 0.5)
float3 "rtx:lightspeed:material:overrideEmissiveColor" = (0.5, 0.5, 0.5)
float3 "rtx:post:backgroundZeroAlpha:backgroundDefaultColor" = (0, 0, 0)
float3 "rtx:post:colorcorr:contrast" = (1, 1, 1)
float3 "rtx:post:colorcorr:gain" = (1, 1, 1)
float3 "rtx:post:colorcorr:gamma" = (1, 1, 1)
float3 "rtx:post:colorcorr:offset" = (0, 0, 0)
float3 "rtx:post:colorcorr:saturation" = (1, 1, 1)
float3 "rtx:post:colorgrad:blackpoint" = (0, 0, 0)
float3 "rtx:post:colorgrad:contrast" = (1, 1, 1)
float3 "rtx:post:colorgrad:gain" = (1, 1, 1)
float3 "rtx:post:colorgrad:gamma" = (1, 1, 1)
float3 "rtx:post:colorgrad:lift" = (0, 0, 0)
float3 "rtx:post:colorgrad:multiply" = (1, 1, 1)
float3 "rtx:post:colorgrad:offset" = (0, 0, 0)
float3 "rtx:post:colorgrad:whitepoint" = (1, 1, 1)
float3 "rtx:post:lensDistortion:lensFocalLengthArray" = (10, 30, 50)
float3 "rtx:post:lensFlares:anisoFlareFalloffX" = (450, 475, 500)
float3 "rtx:post:lensFlares:anisoFlareFalloffY" = (10, 10, 10)
float3 "rtx:post:lensFlares:cutoffPoint" = (2, 2, 2)
float3 "rtx:post:lensFlares:haloFlareFalloff" = (10, 10, 10)
float3 "rtx:post:lensFlares:haloFlareRadius" = (75, 75, 75)
float3 "rtx:post:lensFlares:isotropicFlareFalloff" = (50, 50, 50)
float3 "rtx:post:tonemap:whitepoint" = (1, 1, 1)
float3 "rtx:raytracing:inscattering:singleScatteringAlbedo" = (0.9, 0.9, 0.9)
float3 "rtx:raytracing:inscattering:transmittanceColor" = (0.5, 0.5, 0.5)
float3 "rtx:sceneDb:ambientLightColor" = (0.1, 0.1, 0.1)
}
}
defaultPrim = "World"
endTimeCode = 100
metersPerUnit = 0.01
startTimeCode = 0
timeCodesPerSecond = 24
upAxis = "Y"
)
def Xform "World"
{
def DistantLight "defaultLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float inputs:angle = 1
float inputs:intensity = 3000
float inputs:shaping:cone:angle = 180
float inputs:shaping:cone:softness
float inputs:shaping:focus
color3f inputs:shaping:focusTint
asset inputs:shaping:ies:file
double3 xformOp:rotateXYZ = (315, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def DomeLight "DomeLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float inputs:intensity = 1000
float inputs:shaping:cone:angle = 180
float inputs:shaping:cone:softness
float inputs:shaping:focus
color3f inputs:shaping:focusTint
asset inputs:shaping:ies:file
asset inputs:texture:file = @./forest_road_1024x512.exr@
token inputs:texture:format = "latlong"
token visibility = "inherited"
double3 xformOp:rotateXYZ = (270, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def Mesh "Plane" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 2, 3, 1]
rel material:binding = </World/Looks/OmniPBR> (
bindMaterialAs = "weakerThanDescendants"
)
normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
interpolation = "faceVarying"
)
point3f[] points = [(-50, 0, -50), (50, 0, -50), (-50, 0, 50), (50, 0, 50)]
float2[] primvars:st = [(1, 0), (1, 1), (0, 1), (0, 0)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (5, 1, 5)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def Scope "Looks"
{
def Material "OmniPBR"
{
token outputs:mdl:displacement.connect = </World/Looks/OmniPBR/Shader.outputs:out>
token outputs:mdl:surface.connect = </World/Looks/OmniPBR/Shader.outputs:out>
token outputs:mdl:volume.connect = </World/Looks/OmniPBR/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
token outputs:out
}
}
}
}