all  /  test_assets  / USDZ  / DamagedHelmet  / DamagedHelmet .usdz

Damaged Helmet

Screenshot

screenshot

License Information

Battle Damaged Sci-fi Helmet - PBR by theblueturtle_, published under a Creative Commons Attribution-NonCommercial license

https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4

Modifications

The original model was built on an early draft of glTF 2.0 that did not become final. This new model has been imported and re-exported from Blender to bring it into alignment with the final release glTF 2.0 specification.


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DamagedHelmet.usdz

#usda 1.0
(
    customLayerData = {
        dictionary Apple = {
            int preferredIblVersion = 2
        }
        string creator = "usdzconvert preview 0.67"
    }
    defaultPrim = "DamagedHelmet"
    metersPerUnit = 1
    upAxis = "Y"
)

def Xform "DamagedHelmet" (
    assetInfo = {
        string name = "DamagedHelmet"
    }
    kind = "component"
)
{
    def Scope "Materials"
    {
        def Material "Material_MR"
        {
            token inputs:frame:stPrimvarName = "st"
            token outputs:surface.connect = </DamagedHelmet/Materials/Material_MR/surfaceShader.outputs:surface>

            def Shader "surfaceShader"
            {
                uniform token info:id = "UsdPreviewSurface"
                color3f inputs:diffuseColor.connect = </DamagedHelmet/Materials/Material_MR/diffuseColor_texture.outputs:rgb>
                color3f inputs:emissiveColor.connect = </DamagedHelmet/Materials/Material_MR/emissiveColor_texture.outputs:rgb>
                float inputs:metallic.connect = </DamagedHelmet/Materials/Material_MR/metallic_roughness_texture.outputs:b>
                normal3f inputs:normal.connect = </DamagedHelmet/Materials/Material_MR/normal_texture.outputs:rgb>
                float inputs:occlusion.connect = </DamagedHelmet/Materials/Material_MR/occlusion_texture.outputs:r>
                float inputs:roughness.connect = </DamagedHelmet/Materials/Material_MR/metallic_roughness_texture.outputs:g>
                token outputs:surface
            }

            def Shader "uvReader_st"
            {
                uniform token info:id = "UsdPrimvarReader_float2"
                token inputs:varname.connect = </DamagedHelmet/Materials/Material_MR.inputs:frame:stPrimvarName>
                float2 outputs:result
            }

            def Shader "normal_texture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (-1, -1, -1, 0)
                asset inputs:file = @0/Default_normal.jpg@ (
                    colorSpace = "Raw"
                )
                float4 inputs:scale = (2, 2, 2, 1)
                token inputs:sourceColorSpace = "Raw"
                float2 inputs:st.connect = </DamagedHelmet/Materials/Material_MR/uvReader_st.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                token inputs:sourceColorSpace = "raw"
                float3 outputs:rgb
            }

            def Shader "diffuseColor_texture"
            {
                uniform token info:id = "UsdUVTexture"
                asset inputs:file = @0/Default_albedo.jpg@
                float2 inputs:st.connect = </DamagedHelmet/Materials/Material_MR/uvReader_st.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float3 outputs:rgb
            }

            def Shader "emissiveColor_texture"
            {
                uniform token info:id = "UsdUVTexture"
                asset inputs:file = @0/Default_emissive.jpg@
                float2 inputs:st.connect = </DamagedHelmet/Materials/Material_MR/uvReader_st.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float3 outputs:rgb
            }

            def Shader "metallic_roughness_texture"
            {
                uniform token info:id = "UsdUVTexture"
                asset inputs:file = @0/Default_metalRoughness.jpg@
                float2 inputs:st.connect = </DamagedHelmet/Materials/Material_MR/uvReader_st.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:b
                float outputs:g
            }

            def Shader "occlusion_texture"
            {
                uniform token info:id = "UsdUVTexture"
                asset inputs:file = @0/Default_AO.jpg@
                float2 inputs:st.connect = </DamagedHelmet/Materials/Material_MR/uvReader_st.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:r
            }
        }
    }

    def Scope "Geom"
    {
        def Mesh "node_damagedHelmet__6514" (
            prepend apiSchemas = ["MaterialBindingAPI"]
        )
        {
            uniform bool doubleSided = 0
            int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,... (truncated)]
            int[] faceVertexIndices = [0, 1, 2, 2, 3, 0, 3, 2, 4, 4, 5, 3, 6, 5, 4, 4, 7, 6, 6, 7, 8... (truncated)]
            rel material:binding = </DamagedHelmet/Materials/Material_MR>
            point3f[] points = [(-0.61199456, -0.030940875, 0.48309004), (-0.5795046, 0.056274116, 0... (truncated)]
            normal3f[] primvars:normals = [(-0.91830194, 0.38380077, 0.09683523), (-0.91866815, 0.38... (truncated)]
                interpolation = "vertex"
            )
            texCoord2f[] primvars:st = [(0.704686, -0.24560404), (0.675778, -0.25662196), (0.672684,... (truncated)]
                interpolation = "vertex"
            )
            uniform token subdivisionScheme = "none"
            quatf xformOp:orient = (0.7071068, 0.7071068, 0, -0)
            uniform token[] xformOpOrder = ["xformOp:orient"]
        }
    }
}

# USDZ File Hierarchy
- DamagedHelmet.usda (1.70 MB)
- 0/Default_AO.jpg (353.20 KB)
- 0/Default_albedo.jpg (913.70 KB)
- 0/Default_emissive.jpg (95.21 KB)
- 0/Default_metalRoughness.jpg (1.24 MB)
- 0/Default_normal.jpg (505.62 KB)