usdview 21-05
This model tests UsdTransform2d
texture transform capabilities.
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/TextureTransformTest/README.md.
Specification: https://graphics.pixar.com/usd/release/spec_usdpreviewsurface.html#transform2d
glTF reference
Blender 3.1
The specification states that the order of operations is always defined as
result = in scale rotate * translation
A different interpretation will lead to incorrect results.
QuickLook on iOS 15.6
This conversion bears the same license as the source asset.
To the extent possible under law, Microsoft has waived all copyright and related or neighboring rights to this asset.
Conversion by Felix Herbst / prefrontal cortex
#usda 1.0
(
defaultPrim = "TextureTransformTest"
endTimeCode = 0
startTimeCode = 0
upAxis = "Y"
metersPerUnit = 0.01
)
def Xform "TextureTransformTest"
{
matrix4d xformOp:transform = ( (-100, 0, -0.000008742277714191005, 0), (0, 100, 0, 0), (0.000008742277714191005, 0, -100, 0), (0, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Scope "Materials"
{
def Material "Offset_U_53148"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Offset_U_53148/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 = </TextureTransformTest/Materials/Offset_U_53148/_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 = 1
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 "usdTransform"
{
uniform token info:id = "UsdTransform2d"
token inputs:in.connect = </TextureTransformTest/Materials/Offset_U_53148/uvReader.outputs:result>
float inputs:rotation = 0
float2 inputs:scale = (1, 1)
float2 inputs:translation = (0.5, 0)
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/TextureTransformTest UV_244266e87c0f006acef7f70b1ae83a8f.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Offset_U_53148/usdTransform.outputs:result>
token inputs:wrapS = "clamp"
token inputs:wrapT = "clamp"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Offset_V_53152"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Offset_V_53152/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 = </TextureTransformTest/Materials/Offset_V_53152/_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 = 1
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 "usdTransform"
{
uniform token info:id = "UsdTransform2d"
token inputs:in.connect = </TextureTransformTest/Materials/Offset_V_53152/uvReader.outputs:result>
float inputs:rotation = 0
float2 inputs:scale = (1, 1)
float2 inputs:translation = (0, -0.5)
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/TextureTransformTest UV_244266e87c0f006acef7f70b1ae83a8f.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Offset_V_53152/usdTransform.outputs:result>
token inputs:wrapS = "clamp"
token inputs:wrapT = "clamp"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Offset_UV_53150"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Offset_UV_53150/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 = </TextureTransformTest/Materials/Offset_UV_53150/_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 = 1
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 "usdTransform"
{
uniform token info:id = "UsdTransform2d"
token inputs:in.connect = </TextureTransformTest/Materials/Offset_UV_53150/uvReader.outputs:result>
float inputs:rotation = 0
float2 inputs:scale = (1, 1)
float2 inputs:translation = (0.5, -0.5)
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/TextureTransformTest UV_244266e87c0f006acef7f70b1ae83a8f.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Offset_UV_53150/usdTransform.outputs:result>
token inputs:wrapS = "clamp"
token inputs:wrapT = "clamp"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Rotation_53154"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Rotation_53154/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 = </TextureTransformTest/Materials/Rotation_53154/_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 = 1
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 "usdTransform"
{
uniform token info:id = "UsdTransform2d"
token inputs:in.connect = </TextureTransformTest/Materials/Rotation_53154/uvReader.outputs:result>
float inputs:rotation = 22.5
float2 inputs:scale = (1, 1)
float2 inputs:translation = (0.38268343, 0.076120496)
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/TextureTransformTest Arrow_3f19c4b30ba512b6ada648d0556dd5cb.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Rotation_53154/usdTransform.outputs:result>
token inputs:wrapS = "clamp"
token inputs:wrapT = "clamp"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "Correct_53142"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Correct_53142/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 = </TextureTransformTest/Materials/Correct_53142/_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 = 1
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/TextureTransformTest Correct_1707e3f51203d3718e177cac0feb30a8.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Correct_53142/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 "Not_Supported_53146"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Not_Supported_53146/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 = </TextureTransformTest/Materials/Not_Supported_53146/_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 = 1
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/TextureTransformTest Not Supported_94a69d32159b22ca3b96ab8e43432351.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Not_Supported_53146/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 "Error_53144"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Error_53144/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 = </TextureTransformTest/Materials/Error_53144/_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 = 1
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/TextureTransformTest Error_3cb6f7004e7fc2a5bd84948bbfc8d2c5.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Error_53144/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 "Scale_53156"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/Scale_53156/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 = </TextureTransformTest/Materials/Scale_53156/_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 = 1
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 "usdTransform"
{
uniform token info:id = "UsdTransform2d"
token inputs:in.connect = </TextureTransformTest/Materials/Scale_53156/uvReader.outputs:result>
float inputs:rotation = 0
float2 inputs:scale = (1.5, 1.5)
float2 inputs:translation = (0, -0.5)
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/TextureTransformTest Arrow_3f19c4b30ba512b6ada648d0556dd5cb.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/Scale_53156/usdTransform.outputs:result>
token inputs:wrapS = "clamp"
token inputs:wrapT = "clamp"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
def Material "All_53140"
{
token outputs:displacement
token outputs:surface.connect = </TextureTransformTest/Materials/All_53140/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 = </TextureTransformTest/Materials/All_53140/_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 = 1
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 "usdTransform"
{
uniform token info:id = "UsdTransform2d"
token inputs:in.connect = </TextureTransformTest/Materials/All_53140/uvReader.outputs:result>
float inputs:rotation = 17.188734
float2 inputs:scale = (1.5, 1.5)
float2 inputs:translation = (0.24328034, -0.33300462)
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/TextureTransformTest Arrow_3f19c4b30ba512b6ada648d0556dd5cb.png@
token inputs:isSRGB = "auto"
float4 inputs:scale = (1, 1, 1, 1)
float2 inputs:st = (0, 0)
float2 inputs:st.connect = </TextureTransformTest/Materials/All_53140/usdTransform.outputs:result>
token inputs:wrapS = "clamp"
token inputs:wrapT = "clamp"
float outputs:a
float outputs:b
float outputs:g
float outputs:r
float3 outputs:rgb
float4 outputs:rgba
}
}
}
def Mesh "Offset_U" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Offset_U_53148>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (0.5, 1), (0.5, 0.5), (0, 0.5)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
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), (1.100000023841858, 0.550000011920929, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Offset_V" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Offset_V_53152>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (0.5, 1), (0.5, 0.5), (0, 0.5)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
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, 0.550000011920929, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Offset_UV" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Offset_UV_53150>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (0.5, 1), (0.5, 0.5), (0, 0.5)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
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), (-1.100000023841858, 0.550000011920929, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Rotation" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Rotation_53154>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
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), (1.100000023841858, -0.550000011920929, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Rotation___Correct" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Correct_53142>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (0.15000000596046448, 0, 0, 0), (0, 0.15000000596046448, 0, 0), (0, 0, 0.15000000596046448, 0), (0.07904822379350662, -0.5162674784660339, -0.009999999776482582, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Rotation___Not_Supported" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Not_Supported_53146>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (0.15000000596046448, 0, 0, 0), (0, 0.15000000596046448, 0, 0), (0, 0, 0.15000000596046448, 0), (-0.2778174579143524, -0.2778174579143524, -0.009999999776482582, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Rotation___Error" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Error_53144>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (0.15000000596046448, 0, 0, 0), (0, 0.15000000596046448, 0, 0), (0, 0, 0.15000000596046448, 0), (-0.5162674784660339, 0.07904822379350662, -0.009999999776482582, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Scale" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Scale_53156>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
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, -0.550000011920929, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Scale___Correct" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Correct_53142>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (0.10000000149011612, 0, 0, 0), (0, 0.10000000149011612, 0, 0), (0, 0, 0.10000000149011612, 0), (-0.01854497194290161, -0.01854497194290161, -0.009999999776482582, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "Scale___Not_Supported" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Not_Supported_53146>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (0.15000000596046448, 0, 0, 0), (0, 0.15000000596046448, 0, 0), (0, 0, 0.15000000596046448, 0), (-0.2778174579143524, -0.2778174579143524, -0.009999999776482582, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "All" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/All_53140>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
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), (-1.100000023841858, -0.550000011920929, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
def Mesh "All___Correct" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided
float3[] extent = [(-0.5, -0.5, 0), (0.5, 0.5, 0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [2, 1, 0, 0, 3, 2]
rel material:binding = </TextureTransformTest/Materials/Correct_53142>
normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
interpolation = "vertex"
)
uniform token orientation
point3f[] points = [(0.5, 0.5, 0), (-0.5, 0.5, 0), (-0.5, -0.5, 0), (0.5, -0.5, 0)]
color4f[] primvars:colors (
elementSize = 1
interpolation = "vertex"
)
float2[] primvars:st = [(0, 1), (1, 1), (1, 0), (0, 0)] (
elementSize = 1
interpolation = "vertex"
)
int[] primvars:st:indices
float4[] primvars:tangents = [] (
elementSize = 1
interpolation = "vertex"
)
uniform token purpose
uniform token subdivisionScheme = "none"
token visibility
matrix4d xformOp:transform = ( (0.10000000149011612, 0, 0, 0), (0, 0.10000000149011612, 0, 0), (0, 0, 0.10000000149011612, 0), (0.07000000029802322, -0.25, -0.009999999776482582, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
}