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example.usda
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example.usda
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#usda 1.0
(
customLayerData = {
dictionary cameraSettings = {
dictionary Front = {
double3 position = (0, 0, 50000)
double radius = 500
}
dictionary Perspective = {
double3 position = (83.17940401698989, 1044.3144444268976, 4144.469143212094)
double3 target = (54.131303730017166, 696.4520152756534, -1154.3624507711083)
}
dictionary Right = {
double3 position = (-50000, 0, 0)
double radius = 500
}
dictionary Top = {
double3 position = (0, 50000, 0)
double radius = 500
}
string boundCamera = "/OmniverseKit_Persp"
}
dictionary omni_layer = {
dictionary muteness = {
}
}
dictionary renderSettings = {
float3 "rtx:debugView:pixelDebug:textColor" = (0, 1e18, 0)
bool "rtx:ecoMode:enabled" = 0
float3 "rtx:fog:fogColor" = (0.75, 0.75, 0.75)
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 Scope "NDI_Looks"
{
def Material "left"
{
token outputs:surface.connect = </World/NDI_Looks/left/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "OmniPBR"
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
asset inputs:diffuse_texture = @dynamic://left@
custom string ndi:source = "MY-PC (Test Pattern)"
token outputs:surface
}
}
def Material "right"
{
token outputs:surface.connect = </World/NDI_Looks/right/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "OmniPBR"
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
asset inputs:diffuse_texture = @dynamic://right@
custom string ndi:source = "MY-PC (Test Pattern 2)"
token outputs:surface
}
}
}
def Mesh "left_billboard"
{
float3[] extent = [(-50, 0, -50), (50, 0, 50)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 2, 3, 1]
rel material:binding = </World/NDI_Looks/left> (
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 = [(0, 0), (0, 1), (1, 1), (1, 0)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:rotateXYZ = (-90, 0, 0)
double3 xformOp:scale = (19.2, 1, 10.8)
double3 xformOp:translate = (-1100, 600, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
def Mesh "right_billboard"
{
float3[] extent = [(-50, 0, -50), (50, 0, 50)]
int[] faceVertexCounts = [4]
int[] faceVertexIndices = [0, 2, 3, 1]
rel material:binding = </World/NDI_Looks/right> (
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 = [(0, 0), (0, 1), (1, 1), (1, 0)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
double3 xformOp:rotateXYZ = (-90, 0, 0)
double3 xformOp:scale = (19.2, 1, 10.8)
double3 xformOp:translate = (1100, 600, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
}
}
def Xform "Environment"
{
double3 xformOp:rotateXYZ = (0, 0, 0)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
def DistantLight "defaultLight" (
prepend apiSchemas = ["ShapingAPI"]
)
{
float angle = 1
float intensity = 3000
float shaping:cone:angle = 180
float shaping:cone:softness
float shaping:focus
color3f shaping:focusTint
asset 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"]
}
}