Battle Damaged Sci-fi Helmet - PBR by theblueturtle_, published under a Creative Commons Attribution-NonCommercial license
https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4
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.
#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)