usdview 21-05
This model tests UsdPreviewSurface alpha modes and blending, especially the interplay between opacity, opacityThreshold, and diffuseColor.
It’s a conversion from the glTF test asset with the same name found here: https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/AlphaBlendModeTest/README.md.
glTF reference
Blender 3.1
QuickLook on iOS 15.6
Omniverse VIEW 2022.1
This conversion bears the same license as the source asset.
Copyright 2018 Analytical Graphics, Inc. CC-BY 4.0 https://creativecommons.org/licenses/by/4.0/ Model and textures by Ed Mackey.
Conversion by Felix Herbst.
#usda 1.0
(
defaultPrim = "AlphaBlendModeTest"
endTimeCode = 0
startTimeCode = 0
metersPerUnit = 0.01
upAxis = "Y"
)
def Xform "AlphaBlendModeTest"
{
matrix4d xformOp:transform = ( (-100, 0, -0.000008742277714191005, 0), (0, 100, 0, 0), (0.000008742277714191005, 0, -100, 0), (0, 1.9839999675750732, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Scope "Materials"
{
def Material "Mat_Opaque__165642"
{
token outputs:displacement
token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Opaque__165642/PreviewSurface.outputs:surface>
token[] requiredKeywords
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Opaque__165642/_BaseColorTexture.outputs:rgb>
float inputs:displacement = 0
float3 inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float3 inputs:normal = (0, 0, 1)
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacityThreshold = 0
float inputs:roughness = 0.8
float3 inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 1
token outputs:displacement
token outputs:surface
token[] unity:shaderKeywords
string unity:shaderName
}
def Shader "uvReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
float2 inputs:fallback = (0, 0)
token inputs:varname = "st"
float2 outputs:result
}
def Shader "_BaseColorTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (0, 0, 0, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Opaque__165642/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Mat_Blend__165610"
{
token outputs:displacement
token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/PreviewSurface.outputs:surface>
token[] requiredKeywords
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/_BaseColorTexture.outputs:rgb>
float inputs:displacement = 0
float3 inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float3 inputs:normal = (0, 0, 1)
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/_BaseColorTexture.outputs:a>
float inputs:opacityThreshold = 0
float inputs:roughness = 0.8
float3 inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 1
token outputs:displacement
token outputs:surface
token[] unity:shaderKeywords
string unity:shaderName
}
def Shader "uvReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
float2 inputs:fallback = (0, 0)
token inputs:varname = "st"
float2 outputs:result
}
def Shader "_BaseColorTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (0, 0, 0, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Mat_Cutoff_75__165626"
{
token outputs:displacement
token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/PreviewSurface.outputs:surface>
token[] requiredKeywords
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/_BaseColorTexture.outputs:rgb>
float inputs:displacement = 0
float3 inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float3 inputs:normal = (0, 0, 1)
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/_BaseColorTexture.outputs:a>
float inputs:opacityThreshold = 0.75
float inputs:roughness = 0.8
float3 inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 1
token outputs:displacement
token outputs:surface
token[] unity:shaderKeywords
string unity:shaderName
}
def Shader "uvReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
float2 inputs:fallback = (0, 0)
token inputs:varname = "st"
float2 outputs:result
}
def Shader "_BaseColorTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (0, 0, 0, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Mat_Cutoff_Default__165634"
{
token outputs:displacement
token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/PreviewSurface.outputs:surface>
token[] requiredKeywords
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/_BaseColorTexture.outputs:rgb>
float inputs:displacement = 0
float3 inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float3 inputs:normal = (0, 0, 1)
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/_BaseColorTexture.outputs:a>
float inputs:opacityThreshold = 0.5
float inputs:roughness = 0.8
float3 inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 1
token outputs:displacement
token outputs:surface
token[] unity:shaderKeywords
string unity:shaderName
}
def Shader "uvReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
float2 inputs:fallback = (0, 0)
token inputs:varname = "st"
float2 outputs:result
}
def Shader "_BaseColorTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (0, 0, 0, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Mat_Cutoff_25__165618"
{
token outputs:displacement
token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/PreviewSurface.outputs:surface>
token[] requiredKeywords
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/_BaseColorTexture.outputs:rgb>
float inputs:displacement = 0
float3 inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float3 inputs:normal = (0, 0, 1)
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/_BaseColorTexture.outputs:a>
float inputs:opacityThreshold = 0.25
float inputs:roughness = 0.8
float3 inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 1
token outputs:displacement
token outputs:surface
token[] unity:shaderKeywords
string unity:shaderName
}
def Shader "uvReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
float2 inputs:fallback = (0, 0)
token inputs:varname = "st"
float2 outputs:result
}
def Shader "_BaseColorTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (0, 0, 0, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Mat_Bed__165602"
{
token outputs:displacement
token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/PreviewSurface.outputs:surface>
token[] requiredKeywords
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.01
float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_BaseColorTexture.outputs:rgb>
float inputs:displacement = 0
float3 inputs:emissiveColor = (0, 0, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float inputs:metallic.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_MetallicRoughnessTexture.outputs:b>
float3 inputs:normal = (0, 0, 1)
float3 inputs:normal.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_NormalTexture.outputs:rgb>
float inputs:occlusion = 1
float inputs:opacity = 1
float inputs:opacityThreshold = 0
float inputs:roughness = 0.5
float inputs:roughness.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_MetallicRoughnessTexture.outputs:g>
float3 inputs:specularColor = (0, 0, 0)
int inputs:useSpecularWorkflow = 1
token outputs:displacement
token outputs:surface
token[] unity:shaderKeywords
string unity:shaderName
}
def Shader "uvReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
float2 inputs:fallback = (0, 0)
token inputs:varname = "st"
float2 outputs:result
}
def Shader "_BaseColorTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (0, 0, 0, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image2_d151f95487c02f2a13820ace88f0370d.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
def Shader "_NormalTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (-1, -1, -1, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image0_e93a912e744ba8675c680a67d486a70c.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (2, 2, 2, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
token inputs:sourceColorSpace = "raw"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
def Shader "_MetallicRoughnessTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (0, 0, 0, 0)
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @0/AlphaBlendModeTest_image1_b7b61473c6009b01dfe9c6950d4d5ed6.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/uvReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
}
def Mesh "GreenArrows" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-3.0900002, -0.48159602, 0), (0, 0.4833804, 0)]
int[] faceVertexCounts = [3, 3, 3]
int[] faceVertexIndices = [1, 2, 0, 4, 5, 3, 7, 8, 6]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Opaque__165642>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)... (truncated)]
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(-1.5, 0, 0), (-1.59, -0.095, 0), (-1.59, 0.095, 0), (0, 0.3883804, 0), ... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.8133797, 0.3877269), (0.81690603, 0.38423264), (0.81690603, 0.391... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-0.99984765, -0.01745681, 0, -1), (-0.99984765, -0.01745681, ... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-0.5, 1.068150520324707, -0.004999999888241291, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "DecalBlend" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(0.992, -0.114, -0.01), (1.2080001, 0.114, -0.01)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Blend__165610>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.992, 0.114, -0.01), (1.2080001, -0.114, -0.01), (0.992, -0.114, -0.01... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.9825, 0.33749998), (0.8924999, 0.24249995), (0.9825, 0.24249995),... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0.554699182510376, 0.8320509195327759, 0), (0, -0.8320509195327759, 0.554699182510376, 0), (0, 0, -0.4090209901332855, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "DecalOpaque" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-3.29, -0.156, -0.00999999), (3.29, 0.156, 5.364418e-7)]
int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
int[] faceVertexIndices = [1, 2, 0, 3, 1, 0, 5, 6, 4, 7, 5, 4, 9, 10, 8, 11, 9, 8, 13, 14, 1... (truncated)]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Opaque__165642>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)... (truncated)]
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.992, 0.11400002, 5.364418e-7), (1.208, -0.11400001, 5.364418e-7), (0.... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.87, 0.45499992), (0.78000003, 0.36), (0.87, 0.36), (0.78000003, 0... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0.554699182510376, 0.8320509195327759, 0), (0, -0.8320509195327759, 0.554699182510376, 0), (0, 0, -0.4090207517147064, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "TestCutoff75" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-3, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "TestCutoffDefault" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.5, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "TestCutoff25" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "TestBlend" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Blend__165610>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (1.5, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "TestOpaque" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Opaque__165642>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (3, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Bed" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-4.3, -0.099999905, -0.54999995), (4.3, 2.2995334, 0.75)]
int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, ... (truncated)]
int[] faceVertexIndices = [1, 2, 0, 4, 5, 3, 7, 8, 6, 10, 11, 9, 13, 14, 12, 16, 17, 15, 19,... (truncated)]
rel material:binding = </AlphaBlendModeTest/Materials/Mat_Bed__165602>
normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 0, 0.99999994), (0, 0, 0.99999994... (truncated)]
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(4.3, 0.100000024, -0.25), (4.3, -0.100000024, 0.75), (4.3, -0.100000024... (truncated)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0.9717224, 0.11805558), (0.9974293, 0.002314806), (0.9974293, 0.152... (truncated)]
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [(0, -1, 0, -1), (0, -1, 0, -1), (0, -1, 0, -1), (0, -1, 0, -1)... (truncated)]
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
}