Junpill commited on
Commit
93dee26
·
verified ·
1 Parent(s): 5a8fc50

Remove internal annotations and local paths from published files (part 7)

Browse files
This view is limited to 50 files because it contains too many changes.   See raw diff
Files changed (50) hide show
  1. reports/runtime/results/external/57f58785b5ad/.simready/runtime/culling_xz/isaac_sim/test_scene.usda +349 -349
  2. reports/runtime/results/external/57f58785b5ad/.simready/runtime/ground_drop/isaac_sim/test_scene.usda +365 -365
  3. reports/runtime/results/external/57f58785b5ad/.simready/runtime/light_response/isaac_sim/test_scene.usda +357 -357
  4. reports/runtime/results/external/57f58785b5ad/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  5. reports/runtime/results/external/57f58785b5ad/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +355 -355
  6. reports/runtime/results/external/57f58785b5ad/.simready/runtime/pivot/isaac_sim/test_scene.usda +284 -284
  7. reports/runtime/results/external/57f58785b5ad/.simready/runtime/presence/isaac_sim/test_scene.usda +349 -349
  8. reports/runtime/results/external/57f58785b5ad/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  9. reports/runtime/results/external/57f58785b5ad/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  10. reports/runtime/results/external/57f58785b5ad/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +430 -430
  11. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/culling_xz/isaac_sim/test_scene.usda +320 -320
  12. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/ground_drop/isaac_sim/test_scene.usda +367 -367
  13. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/light_response/isaac_sim/test_scene.usda +328 -328
  14. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  15. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +322 -322
  16. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/pivot/isaac_sim/test_scene.usda +255 -255
  17. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/presence/isaac_sim/test_scene.usda +320 -320
  18. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  19. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  20. reports/runtime/results/external/5915c44ffa7e/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +432 -432
  21. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/culling_xz/isaac_sim/test_scene.usda +320 -320
  22. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/ground_drop/isaac_sim/test_scene.usda +367 -367
  23. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/light_response/isaac_sim/test_scene.usda +328 -328
  24. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  25. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +322 -322
  26. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/pivot/isaac_sim/test_scene.usda +255 -255
  27. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/presence/isaac_sim/test_scene.usda +320 -320
  28. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  29. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  30. reports/runtime/results/external/5f3ea0e80067/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +432 -432
  31. reports/runtime/results/external/631e7b35af71/.simready/runtime/culling_xz/isaac_sim/test_scene.usda +349 -349
  32. reports/runtime/results/external/631e7b35af71/.simready/runtime/ground_drop/isaac_sim/test_scene.usda +367 -367
  33. reports/runtime/results/external/631e7b35af71/.simready/runtime/light_response/isaac_sim/test_scene.usda +357 -357
  34. reports/runtime/results/external/631e7b35af71/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  35. reports/runtime/results/external/631e7b35af71/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +355 -355
  36. reports/runtime/results/external/631e7b35af71/.simready/runtime/pivot/isaac_sim/test_scene.usda +284 -284
  37. reports/runtime/results/external/631e7b35af71/.simready/runtime/presence/isaac_sim/test_scene.usda +349 -349
  38. reports/runtime/results/external/631e7b35af71/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  39. reports/runtime/results/external/631e7b35af71/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  40. reports/runtime/results/external/631e7b35af71/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +432 -432
  41. reports/runtime/results/external/6ebc1364544d/.simready/runtime/culling_xz/isaac_sim/test_scene.usda +320 -320
  42. reports/runtime/results/external/6ebc1364544d/.simready/runtime/ground_drop/isaac_sim/test_scene.usda +364 -364
  43. reports/runtime/results/external/6ebc1364544d/.simready/runtime/light_response/isaac_sim/test_scene.usda +328 -328
  44. reports/runtime/results/external/6ebc1364544d/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  45. reports/runtime/results/external/6ebc1364544d/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +322 -322
  46. reports/runtime/results/external/6ebc1364544d/.simready/runtime/pivot/isaac_sim/test_scene.usda +255 -255
  47. reports/runtime/results/external/6ebc1364544d/.simready/runtime/presence/isaac_sim/test_scene.usda +320 -320
  48. reports/runtime/results/external/6ebc1364544d/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  49. reports/runtime/results/external/6ebc1364544d/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  50. reports/runtime/results/external/6ebc1364544d/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +429 -429
reports/runtime/results/external/57f58785b5ad/.simready/runtime/culling_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,349 +1,349 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Steel_Drum"
115
- {
116
- over "cap_large"
117
- {
118
- over "cap_large" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "cap_small"
130
- {
131
- over "cap_small" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "drum"
143
- {
144
- over "drum" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
- bindMaterialAs = "strongerThanDescendants"
169
- )
170
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
- uniform token physics:approximation = "convexHull"
172
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
- custom bool primvars:doNotCastShadows = 1
174
-
175
- def Material "_FlatColorMaterial"
176
- {
177
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
-
179
- def Shader "Shader"
180
- {
181
- uniform token info:id = "UsdPreviewSurface"
182
- color3f inputs:diffuseColor = (1, 1, 1)
183
- float inputs:metallic = 0
184
- float inputs:roughness = 1
185
- color3f inputs:specularColor = (0, 0, 0)
186
- token outputs:surface
187
- }
188
- }
189
- }
190
-
191
- def Mesh "Floor" (
192
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
- )
194
- {
195
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
- uniform token physics:approximation = "convexHull"
200
- bool physics:collisionEnabled = 0
201
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
- custom bool primvars:doNotCastShadows = 1
203
- token visibility = "invisible"
204
- }
205
-
206
- def Mesh "North" (
207
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
- )
209
- {
210
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
- bindMaterialAs = "strongerThanDescendants"
215
- )
216
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
- uniform token physics:approximation = "convexHull"
218
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
- custom bool primvars:doNotCastShadows = 1
220
-
221
- def Material "_FlatColorMaterial"
222
- {
223
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
-
225
- def Shader "Shader"
226
- {
227
- uniform token info:id = "UsdPreviewSurface"
228
- color3f inputs:diffuseColor = (1, 1, 1)
229
- float inputs:metallic = 0
230
- float inputs:roughness = 1
231
- color3f inputs:specularColor = (0, 0, 0)
232
- token outputs:surface
233
- }
234
- }
235
- }
236
-
237
- def Mesh "South" (
238
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
- )
240
- {
241
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
- bindMaterialAs = "strongerThanDescendants"
246
- )
247
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
- uniform token physics:approximation = "convexHull"
249
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
- custom bool primvars:doNotCastShadows = 1
251
-
252
- def Material "_FlatColorMaterial"
253
- {
254
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
-
256
- def Shader "Shader"
257
- {
258
- uniform token info:id = "UsdPreviewSurface"
259
- color3f inputs:diffuseColor = (1, 1, 1)
260
- float inputs:metallic = 0
261
- float inputs:roughness = 1
262
- color3f inputs:specularColor = (0, 0, 0)
263
- token outputs:surface
264
- }
265
- }
266
- }
267
-
268
- def Mesh "West" (
269
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
- )
271
- {
272
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
- bindMaterialAs = "strongerThanDescendants"
277
- )
278
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
- uniform token physics:approximation = "convexHull"
280
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
- custom bool primvars:doNotCastShadows = 1
282
-
283
- def Material "_FlatColorMaterial"
284
- {
285
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
-
287
- def Shader "Shader"
288
- {
289
- uniform token info:id = "UsdPreviewSurface"
290
- color3f inputs:diffuseColor = (1, 1, 1)
291
- float inputs:metallic = 0
292
- float inputs:roughness = 1
293
- color3f inputs:specularColor = (0, 0, 0)
294
- token outputs:surface
295
- }
296
- }
297
- }
298
-
299
- def Mesh "East" (
300
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
- )
302
- {
303
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
- bindMaterialAs = "strongerThanDescendants"
308
- )
309
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
- uniform token physics:approximation = "convexHull"
311
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
- custom bool primvars:doNotCastShadows = 1
313
-
314
- def Material "_FlatColorMaterial"
315
- {
316
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
-
318
- def Shader "Shader"
319
- {
320
- uniform token info:id = "UsdPreviewSurface"
321
- color3f inputs:diffuseColor = (1, 1, 1)
322
- float inputs:metallic = 0
323
- float inputs:roughness = 1
324
- color3f inputs:specularColor = (0, 0, 0)
325
- token outputs:surface
326
- }
327
- }
328
- }
329
- }
330
-
331
- def Xform "Lights"
332
- {
333
- def DomeLight "DomeLight_1"
334
- {
335
- float inputs:intensity = 1000
336
- }
337
- }
338
-
339
- def Camera "Camera"
340
- {
341
- float2 clippingRange = (0.014291246, 10000)
342
- float focalLength = 35
343
- float horizontalAperture = 36
344
- float verticalAperture = 36
345
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
346
- uniform token[] xformOpOrder = ["xformOp:transform"]
347
- }
348
- }
349
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Steel_Drum"
115
+ {
116
+ over "cap_large"
117
+ {
118
+ over "cap_large" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "cap_small"
130
+ {
131
+ over "cap_small" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "drum"
143
+ {
144
+ over "drum" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
+ bindMaterialAs = "strongerThanDescendants"
169
+ )
170
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
+ uniform token physics:approximation = "convexHull"
172
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+
175
+ def Material "_FlatColorMaterial"
176
+ {
177
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
+
179
+ def Shader "Shader"
180
+ {
181
+ uniform token info:id = "UsdPreviewSurface"
182
+ color3f inputs:diffuseColor = (1, 1, 1)
183
+ float inputs:metallic = 0
184
+ float inputs:roughness = 1
185
+ color3f inputs:specularColor = (0, 0, 0)
186
+ token outputs:surface
187
+ }
188
+ }
189
+ }
190
+
191
+ def Mesh "Floor" (
192
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
+ )
194
+ {
195
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
+ uniform token physics:approximation = "convexHull"
200
+ bool physics:collisionEnabled = 0
201
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
+ custom bool primvars:doNotCastShadows = 1
203
+ token visibility = "invisible"
204
+ }
205
+
206
+ def Mesh "North" (
207
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
+ )
209
+ {
210
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
+ bindMaterialAs = "strongerThanDescendants"
215
+ )
216
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
+ uniform token physics:approximation = "convexHull"
218
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
+ custom bool primvars:doNotCastShadows = 1
220
+
221
+ def Material "_FlatColorMaterial"
222
+ {
223
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
+
225
+ def Shader "Shader"
226
+ {
227
+ uniform token info:id = "UsdPreviewSurface"
228
+ color3f inputs:diffuseColor = (1, 1, 1)
229
+ float inputs:metallic = 0
230
+ float inputs:roughness = 1
231
+ color3f inputs:specularColor = (0, 0, 0)
232
+ token outputs:surface
233
+ }
234
+ }
235
+ }
236
+
237
+ def Mesh "South" (
238
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
+ )
240
+ {
241
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
+ bindMaterialAs = "strongerThanDescendants"
246
+ )
247
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
+ uniform token physics:approximation = "convexHull"
249
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
+ custom bool primvars:doNotCastShadows = 1
251
+
252
+ def Material "_FlatColorMaterial"
253
+ {
254
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
+
256
+ def Shader "Shader"
257
+ {
258
+ uniform token info:id = "UsdPreviewSurface"
259
+ color3f inputs:diffuseColor = (1, 1, 1)
260
+ float inputs:metallic = 0
261
+ float inputs:roughness = 1
262
+ color3f inputs:specularColor = (0, 0, 0)
263
+ token outputs:surface
264
+ }
265
+ }
266
+ }
267
+
268
+ def Mesh "West" (
269
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
+ )
271
+ {
272
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
+ bindMaterialAs = "strongerThanDescendants"
277
+ )
278
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
+ uniform token physics:approximation = "convexHull"
280
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
+ custom bool primvars:doNotCastShadows = 1
282
+
283
+ def Material "_FlatColorMaterial"
284
+ {
285
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
+
287
+ def Shader "Shader"
288
+ {
289
+ uniform token info:id = "UsdPreviewSurface"
290
+ color3f inputs:diffuseColor = (1, 1, 1)
291
+ float inputs:metallic = 0
292
+ float inputs:roughness = 1
293
+ color3f inputs:specularColor = (0, 0, 0)
294
+ token outputs:surface
295
+ }
296
+ }
297
+ }
298
+
299
+ def Mesh "East" (
300
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
+ )
302
+ {
303
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
+ bindMaterialAs = "strongerThanDescendants"
308
+ )
309
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
+ uniform token physics:approximation = "convexHull"
311
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
+ custom bool primvars:doNotCastShadows = 1
313
+
314
+ def Material "_FlatColorMaterial"
315
+ {
316
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
+
318
+ def Shader "Shader"
319
+ {
320
+ uniform token info:id = "UsdPreviewSurface"
321
+ color3f inputs:diffuseColor = (1, 1, 1)
322
+ float inputs:metallic = 0
323
+ float inputs:roughness = 1
324
+ color3f inputs:specularColor = (0, 0, 0)
325
+ token outputs:surface
326
+ }
327
+ }
328
+ }
329
+ }
330
+
331
+ def Xform "Lights"
332
+ {
333
+ def DomeLight "DomeLight_1"
334
+ {
335
+ float inputs:intensity = 1000
336
+ }
337
+ }
338
+
339
+ def Camera "Camera"
340
+ {
341
+ float2 clippingRange = (0.014291246, 10000)
342
+ float focalLength = 35
343
+ float horizontalAperture = 36
344
+ float verticalAperture = 36
345
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
346
+ uniform token[] xformOpOrder = ["xformOp:transform"]
347
+ }
348
+ }
349
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/ground_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,365 +1,365 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (0, 0, 1.3229999542236333)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
100
- )
101
- {
102
- over "Steel_Drum" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (-2.5178512e-8, 0.00013856908, 0.4418979)
108
- float3 physics:diagonalInertia = (1.547929, 1.5460854, 0.79563296)
109
- float physics:mass = 19
110
- quatf physics:principalAxes = (0.9902765, -0.0007390442, 0.00010503914, 0.139111)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- double3 xformOp:translate = (-2.55262477821816e-11, -2.3283064365386963e-10, -0.0010219812393192917)
114
- }
115
- }
116
- }
117
-
118
- def Xform "Room"
119
- {
120
- def Mesh "Bottom" (
121
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
122
- )
123
- {
124
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
125
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
126
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
127
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
128
- bindMaterialAs = "strongerThanDescendants"
129
- )
130
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
131
- uniform token physics:approximation = "convexHull"
132
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
133
- custom bool primvars:doNotCastShadows = 1
134
-
135
- def Material "_FlatColorMaterial"
136
- {
137
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
138
-
139
- def Shader "Shader"
140
- {
141
- uniform token info:id = "UsdPreviewSurface"
142
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
143
- float inputs:metallic = 0
144
- float inputs:roughness = 1
145
- color3f inputs:specularColor = (0, 0, 0)
146
- token outputs:surface
147
- }
148
- }
149
- }
150
-
151
- def Mesh "Floor" (
152
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
153
- )
154
- {
155
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
156
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
157
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
158
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
159
- bindMaterialAs = "strongerThanDescendants"
160
- )
161
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
162
- uniform token physics:approximation = "convexHull"
163
- bool physics:collisionEnabled = 1
164
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
165
- custom bool primvars:doNotCastShadows = 1
166
-
167
- def Material "_FlatColorMaterial"
168
- {
169
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
170
-
171
- def Shader "Shader"
172
- {
173
- uniform token info:id = "UsdPreviewSurface"
174
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
175
- float inputs:metallic = 0
176
- float inputs:roughness = 1
177
- color3f inputs:specularColor = (0, 0, 0)
178
- token outputs:surface
179
- }
180
- }
181
- }
182
-
183
- def Mesh "North" (
184
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
185
- )
186
- {
187
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
188
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
189
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
190
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
191
- bindMaterialAs = "strongerThanDescendants"
192
- )
193
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
194
- uniform token physics:approximation = "convexHull"
195
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
196
- custom bool primvars:doNotCastShadows = 1
197
-
198
- def Material "_FlatColorMaterial"
199
- {
200
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
201
-
202
- def Shader "Shader"
203
- {
204
- uniform token info:id = "UsdPreviewSurface"
205
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
206
- float inputs:metallic = 0
207
- float inputs:roughness = 1
208
- color3f inputs:specularColor = (0, 0, 0)
209
- token outputs:surface
210
- }
211
- }
212
- }
213
-
214
- def Mesh "South" (
215
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
216
- )
217
- {
218
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
219
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
220
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
221
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
222
- bindMaterialAs = "strongerThanDescendants"
223
- )
224
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
225
- uniform token physics:approximation = "convexHull"
226
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
227
- custom bool primvars:doNotCastShadows = 1
228
-
229
- def Material "_FlatColorMaterial"
230
- {
231
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
232
-
233
- def Shader "Shader"
234
- {
235
- uniform token info:id = "UsdPreviewSurface"
236
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
237
- float inputs:metallic = 0
238
- float inputs:roughness = 1
239
- color3f inputs:specularColor = (0, 0, 0)
240
- token outputs:surface
241
- }
242
- }
243
- }
244
-
245
- def Mesh "West" (
246
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
247
- )
248
- {
249
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
250
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
251
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
252
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
253
- bindMaterialAs = "strongerThanDescendants"
254
- )
255
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
256
- uniform token physics:approximation = "convexHull"
257
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
258
- custom bool primvars:doNotCastShadows = 1
259
-
260
- def Material "_FlatColorMaterial"
261
- {
262
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
263
-
264
- def Shader "Shader"
265
- {
266
- uniform token info:id = "UsdPreviewSurface"
267
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
268
- float inputs:metallic = 0
269
- float inputs:roughness = 1
270
- color3f inputs:specularColor = (0, 0, 0)
271
- token outputs:surface
272
- }
273
- }
274
- }
275
-
276
- def Mesh "East" (
277
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
278
- )
279
- {
280
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
281
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
282
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
283
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
284
- bindMaterialAs = "strongerThanDescendants"
285
- )
286
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
287
- uniform token physics:approximation = "convexHull"
288
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
289
- custom bool primvars:doNotCastShadows = 1
290
-
291
- def Material "_FlatColorMaterial"
292
- {
293
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
294
-
295
- def Shader "Shader"
296
- {
297
- uniform token info:id = "UsdPreviewSurface"
298
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
299
- float inputs:metallic = 0
300
- float inputs:roughness = 1
301
- color3f inputs:specularColor = (0, 0, 0)
302
- token outputs:surface
303
- }
304
- }
305
- }
306
- }
307
-
308
- def Xform "Lights"
309
- {
310
- def DomeLight "DomeLight_1"
311
- {
312
- float inputs:intensity = 1000
313
- }
314
- }
315
-
316
- def PhysicsScene "PhysicsScene" (
317
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
318
- )
319
- {
320
- vector3f physics:gravityDirection = (0, 0, -1)
321
- float physics:gravityMagnitude = 9.81
322
- uniform token physxScene:broadphaseType = "GPU"
323
- bool physxScene:enableEnhancedDeterminism = 0
324
- bool physxScene:enableGPUDynamics = 1
325
- bool physxScene:enableStabilization = 1
326
- uniform token physxScene:solverType = "TGS"
327
- uint physxScene:timeStepsPerSecond = 240
328
- }
329
-
330
- def Xform "GroundPlane"
331
- {
332
- def Mesh "CollisionMesh" (
333
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
334
- )
335
- {
336
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
337
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
338
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
339
- bindMaterialAs = "weakerThanDescendants"
340
- )
341
- uniform token physics:approximation = "convexHull"
342
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
343
- token visibility = "invisible"
344
- }
345
-
346
- def "PhysMaterial" (
347
- prepend apiSchemas = ["PhysicsMaterialAPI"]
348
- )
349
- {
350
- float physics:dynamicFriction = 0.4
351
- float physics:restitution = 0
352
- float physics:staticFriction = 0.5
353
- }
354
- }
355
-
356
- def Camera "Camera"
357
- {
358
- float2 clippingRange = (0.017843453, 1000)
359
- float focalLength = 35
360
- float horizontalAperture = 36
361
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.35112344158839165, -2.7755575615628907e-17, 0), (-0.14887604148169284, -0.3970027772845142, 0.9056625856802982, 0), (0.317999364001908, 0.8479983040050879, 0.4239991520025439, -0), (0.5674206906838349, 1.5131218417411796, 2.520049869273982, 1) )
362
- uniform token[] xformOpOrder = ["xformOp:transform"]
363
- }
364
- }
365
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (0, 0, 1.3229999542236333)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
100
+ )
101
+ {
102
+ over "Steel_Drum" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (-2.5178512e-8, 0.00013856908, 0.4418979)
108
+ float3 physics:diagonalInertia = (1.547929, 1.5460854, 0.79563296)
109
+ float physics:mass = 19
110
+ quatf physics:principalAxes = (0.9902765, -0.0007390442, 0.00010503914, 0.139111)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ double3 xformOp:translate = (-2.55262477821816e-11, -2.3283064365386963e-10, -0.0010219812393192917)
114
+ }
115
+ }
116
+ }
117
+
118
+ def Xform "Room"
119
+ {
120
+ def Mesh "Bottom" (
121
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
122
+ )
123
+ {
124
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
125
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
126
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
127
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
128
+ bindMaterialAs = "strongerThanDescendants"
129
+ )
130
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
131
+ uniform token physics:approximation = "convexHull"
132
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
133
+ custom bool primvars:doNotCastShadows = 1
134
+
135
+ def Material "_FlatColorMaterial"
136
+ {
137
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
138
+
139
+ def Shader "Shader"
140
+ {
141
+ uniform token info:id = "UsdPreviewSurface"
142
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
143
+ float inputs:metallic = 0
144
+ float inputs:roughness = 1
145
+ color3f inputs:specularColor = (0, 0, 0)
146
+ token outputs:surface
147
+ }
148
+ }
149
+ }
150
+
151
+ def Mesh "Floor" (
152
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
153
+ )
154
+ {
155
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
156
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
157
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
158
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
159
+ bindMaterialAs = "strongerThanDescendants"
160
+ )
161
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
162
+ uniform token physics:approximation = "convexHull"
163
+ bool physics:collisionEnabled = 1
164
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
165
+ custom bool primvars:doNotCastShadows = 1
166
+
167
+ def Material "_FlatColorMaterial"
168
+ {
169
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
170
+
171
+ def Shader "Shader"
172
+ {
173
+ uniform token info:id = "UsdPreviewSurface"
174
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
175
+ float inputs:metallic = 0
176
+ float inputs:roughness = 1
177
+ color3f inputs:specularColor = (0, 0, 0)
178
+ token outputs:surface
179
+ }
180
+ }
181
+ }
182
+
183
+ def Mesh "North" (
184
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
185
+ )
186
+ {
187
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
188
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
189
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
190
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
191
+ bindMaterialAs = "strongerThanDescendants"
192
+ )
193
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
194
+ uniform token physics:approximation = "convexHull"
195
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
196
+ custom bool primvars:doNotCastShadows = 1
197
+
198
+ def Material "_FlatColorMaterial"
199
+ {
200
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
201
+
202
+ def Shader "Shader"
203
+ {
204
+ uniform token info:id = "UsdPreviewSurface"
205
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
206
+ float inputs:metallic = 0
207
+ float inputs:roughness = 1
208
+ color3f inputs:specularColor = (0, 0, 0)
209
+ token outputs:surface
210
+ }
211
+ }
212
+ }
213
+
214
+ def Mesh "South" (
215
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
216
+ )
217
+ {
218
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
219
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
220
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
221
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
222
+ bindMaterialAs = "strongerThanDescendants"
223
+ )
224
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
225
+ uniform token physics:approximation = "convexHull"
226
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
227
+ custom bool primvars:doNotCastShadows = 1
228
+
229
+ def Material "_FlatColorMaterial"
230
+ {
231
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
232
+
233
+ def Shader "Shader"
234
+ {
235
+ uniform token info:id = "UsdPreviewSurface"
236
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
237
+ float inputs:metallic = 0
238
+ float inputs:roughness = 1
239
+ color3f inputs:specularColor = (0, 0, 0)
240
+ token outputs:surface
241
+ }
242
+ }
243
+ }
244
+
245
+ def Mesh "West" (
246
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
247
+ )
248
+ {
249
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
250
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
251
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
252
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
253
+ bindMaterialAs = "strongerThanDescendants"
254
+ )
255
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
256
+ uniform token physics:approximation = "convexHull"
257
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
258
+ custom bool primvars:doNotCastShadows = 1
259
+
260
+ def Material "_FlatColorMaterial"
261
+ {
262
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
263
+
264
+ def Shader "Shader"
265
+ {
266
+ uniform token info:id = "UsdPreviewSurface"
267
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
268
+ float inputs:metallic = 0
269
+ float inputs:roughness = 1
270
+ color3f inputs:specularColor = (0, 0, 0)
271
+ token outputs:surface
272
+ }
273
+ }
274
+ }
275
+
276
+ def Mesh "East" (
277
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
278
+ )
279
+ {
280
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
281
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
282
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
283
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
284
+ bindMaterialAs = "strongerThanDescendants"
285
+ )
286
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
287
+ uniform token physics:approximation = "convexHull"
288
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
289
+ custom bool primvars:doNotCastShadows = 1
290
+
291
+ def Material "_FlatColorMaterial"
292
+ {
293
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
294
+
295
+ def Shader "Shader"
296
+ {
297
+ uniform token info:id = "UsdPreviewSurface"
298
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
299
+ float inputs:metallic = 0
300
+ float inputs:roughness = 1
301
+ color3f inputs:specularColor = (0, 0, 0)
302
+ token outputs:surface
303
+ }
304
+ }
305
+ }
306
+ }
307
+
308
+ def Xform "Lights"
309
+ {
310
+ def DomeLight "DomeLight_1"
311
+ {
312
+ float inputs:intensity = 1000
313
+ }
314
+ }
315
+
316
+ def PhysicsScene "PhysicsScene" (
317
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
318
+ )
319
+ {
320
+ vector3f physics:gravityDirection = (0, 0, -1)
321
+ float physics:gravityMagnitude = 9.81
322
+ uniform token physxScene:broadphaseType = "GPU"
323
+ bool physxScene:enableEnhancedDeterminism = 0
324
+ bool physxScene:enableGPUDynamics = 1
325
+ bool physxScene:enableStabilization = 1
326
+ uniform token physxScene:solverType = "TGS"
327
+ uint physxScene:timeStepsPerSecond = 240
328
+ }
329
+
330
+ def Xform "GroundPlane"
331
+ {
332
+ def Mesh "CollisionMesh" (
333
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
334
+ )
335
+ {
336
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
337
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
338
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
339
+ bindMaterialAs = "weakerThanDescendants"
340
+ )
341
+ uniform token physics:approximation = "convexHull"
342
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
343
+ token visibility = "invisible"
344
+ }
345
+
346
+ def "PhysMaterial" (
347
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
348
+ )
349
+ {
350
+ float physics:dynamicFriction = 0.4
351
+ float physics:restitution = 0
352
+ float physics:staticFriction = 0.5
353
+ }
354
+ }
355
+
356
+ def Camera "Camera"
357
+ {
358
+ float2 clippingRange = (0.017843453, 1000)
359
+ float focalLength = 35
360
+ float horizontalAperture = 36
361
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.35112344158839165, -2.7755575615628907e-17, 0), (-0.14887604148169284, -0.3970027772845142, 0.9056625856802982, 0), (0.317999364001908, 0.8479983040050879, 0.4239991520025439, -0), (0.5674206906838349, 1.5131218417411796, 2.520049869273982, 1) )
362
+ uniform token[] xformOpOrder = ["xformOp:transform"]
363
+ }
364
+ }
365
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/light_response/isaac_sim/test_scene.usda CHANGED
@@ -1,357 +1,357 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Steel_Drum"
115
- {
116
- over "cap_large"
117
- {
118
- over "cap_large" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "cap_small"
130
- {
131
- over "cap_small" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "drum"
143
- {
144
- over "drum" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
- bindMaterialAs = "strongerThanDescendants"
169
- )
170
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
- uniform token physics:approximation = "convexHull"
172
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
- custom bool primvars:doNotCastShadows = 1
174
-
175
- def Material "_FlatColorMaterial"
176
- {
177
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
-
179
- def Shader "Shader"
180
- {
181
- uniform token info:id = "UsdPreviewSurface"
182
- color3f inputs:diffuseColor = (0, 0, 0)
183
- float inputs:metallic = 0
184
- float inputs:roughness = 1
185
- color3f inputs:specularColor = (0, 0, 0)
186
- token outputs:surface
187
- }
188
- }
189
- }
190
-
191
- def Mesh "Floor" (
192
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
- )
194
- {
195
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
- uniform token physics:approximation = "convexHull"
200
- bool physics:collisionEnabled = 0
201
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
- custom bool primvars:doNotCastShadows = 1
203
- token visibility = "invisible"
204
- }
205
-
206
- def Mesh "North" (
207
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
- )
209
- {
210
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
- bindMaterialAs = "strongerThanDescendants"
215
- )
216
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
- uniform token physics:approximation = "convexHull"
218
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
- custom bool primvars:doNotCastShadows = 1
220
-
221
- def Material "_FlatColorMaterial"
222
- {
223
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
-
225
- def Shader "Shader"
226
- {
227
- uniform token info:id = "UsdPreviewSurface"
228
- color3f inputs:diffuseColor = (0, 0, 0)
229
- float inputs:metallic = 0
230
- float inputs:roughness = 1
231
- color3f inputs:specularColor = (0, 0, 0)
232
- token outputs:surface
233
- }
234
- }
235
- }
236
-
237
- def Mesh "South" (
238
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
- )
240
- {
241
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
- bindMaterialAs = "strongerThanDescendants"
246
- )
247
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
- uniform token physics:approximation = "convexHull"
249
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
- custom bool primvars:doNotCastShadows = 1
251
-
252
- def Material "_FlatColorMaterial"
253
- {
254
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
-
256
- def Shader "Shader"
257
- {
258
- uniform token info:id = "UsdPreviewSurface"
259
- color3f inputs:diffuseColor = (0, 0, 0)
260
- float inputs:metallic = 0
261
- float inputs:roughness = 1
262
- color3f inputs:specularColor = (0, 0, 0)
263
- token outputs:surface
264
- }
265
- }
266
- }
267
-
268
- def Mesh "West" (
269
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
- )
271
- {
272
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
- bindMaterialAs = "strongerThanDescendants"
277
- )
278
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
- uniform token physics:approximation = "convexHull"
280
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
- custom bool primvars:doNotCastShadows = 1
282
-
283
- def Material "_FlatColorMaterial"
284
- {
285
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
-
287
- def Shader "Shader"
288
- {
289
- uniform token info:id = "UsdPreviewSurface"
290
- color3f inputs:diffuseColor = (0, 0, 0)
291
- float inputs:metallic = 0
292
- float inputs:roughness = 1
293
- color3f inputs:specularColor = (0, 0, 0)
294
- token outputs:surface
295
- }
296
- }
297
- }
298
-
299
- def Mesh "East" (
300
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
- )
302
- {
303
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
- bindMaterialAs = "strongerThanDescendants"
308
- )
309
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
- uniform token physics:approximation = "convexHull"
311
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
- custom bool primvars:doNotCastShadows = 1
313
-
314
- def Material "_FlatColorMaterial"
315
- {
316
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
-
318
- def Shader "Shader"
319
- {
320
- uniform token info:id = "UsdPreviewSurface"
321
- color3f inputs:diffuseColor = (0, 0, 0)
322
- float inputs:metallic = 0
323
- float inputs:roughness = 1
324
- color3f inputs:specularColor = (0, 0, 0)
325
- token outputs:surface
326
- }
327
- }
328
- }
329
- }
330
-
331
- def Xform "Lights"
332
- {
333
- def DistantLight "DistantLight_1"
334
- {
335
- float inputs:angle = 1
336
- float inputs:intensity = 3000
337
- float3 xformOp:rotateXYZ = (45, 0, 90)
338
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
339
- }
340
-
341
- def DomeLight "DomeLight_2"
342
- {
343
- float inputs:intensity = 150
344
- }
345
- }
346
-
347
- def Camera "Camera"
348
- {
349
- float2 clippingRange = (0.014291246, 10000)
350
- float focalLength = 35
351
- float horizontalAperture = 36
352
- float verticalAperture = 36
353
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
354
- uniform token[] xformOpOrder = ["xformOp:transform"]
355
- }
356
- }
357
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Steel_Drum"
115
+ {
116
+ over "cap_large"
117
+ {
118
+ over "cap_large" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "cap_small"
130
+ {
131
+ over "cap_small" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "drum"
143
+ {
144
+ over "drum" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
+ bindMaterialAs = "strongerThanDescendants"
169
+ )
170
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
+ uniform token physics:approximation = "convexHull"
172
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+
175
+ def Material "_FlatColorMaterial"
176
+ {
177
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
+
179
+ def Shader "Shader"
180
+ {
181
+ uniform token info:id = "UsdPreviewSurface"
182
+ color3f inputs:diffuseColor = (0, 0, 0)
183
+ float inputs:metallic = 0
184
+ float inputs:roughness = 1
185
+ color3f inputs:specularColor = (0, 0, 0)
186
+ token outputs:surface
187
+ }
188
+ }
189
+ }
190
+
191
+ def Mesh "Floor" (
192
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
+ )
194
+ {
195
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
+ uniform token physics:approximation = "convexHull"
200
+ bool physics:collisionEnabled = 0
201
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
+ custom bool primvars:doNotCastShadows = 1
203
+ token visibility = "invisible"
204
+ }
205
+
206
+ def Mesh "North" (
207
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
+ )
209
+ {
210
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
+ bindMaterialAs = "strongerThanDescendants"
215
+ )
216
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
+ uniform token physics:approximation = "convexHull"
218
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
+ custom bool primvars:doNotCastShadows = 1
220
+
221
+ def Material "_FlatColorMaterial"
222
+ {
223
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
+
225
+ def Shader "Shader"
226
+ {
227
+ uniform token info:id = "UsdPreviewSurface"
228
+ color3f inputs:diffuseColor = (0, 0, 0)
229
+ float inputs:metallic = 0
230
+ float inputs:roughness = 1
231
+ color3f inputs:specularColor = (0, 0, 0)
232
+ token outputs:surface
233
+ }
234
+ }
235
+ }
236
+
237
+ def Mesh "South" (
238
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
+ )
240
+ {
241
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
+ bindMaterialAs = "strongerThanDescendants"
246
+ )
247
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
+ uniform token physics:approximation = "convexHull"
249
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
+ custom bool primvars:doNotCastShadows = 1
251
+
252
+ def Material "_FlatColorMaterial"
253
+ {
254
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
+
256
+ def Shader "Shader"
257
+ {
258
+ uniform token info:id = "UsdPreviewSurface"
259
+ color3f inputs:diffuseColor = (0, 0, 0)
260
+ float inputs:metallic = 0
261
+ float inputs:roughness = 1
262
+ color3f inputs:specularColor = (0, 0, 0)
263
+ token outputs:surface
264
+ }
265
+ }
266
+ }
267
+
268
+ def Mesh "West" (
269
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
+ )
271
+ {
272
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
+ bindMaterialAs = "strongerThanDescendants"
277
+ )
278
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
+ uniform token physics:approximation = "convexHull"
280
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
+ custom bool primvars:doNotCastShadows = 1
282
+
283
+ def Material "_FlatColorMaterial"
284
+ {
285
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
+
287
+ def Shader "Shader"
288
+ {
289
+ uniform token info:id = "UsdPreviewSurface"
290
+ color3f inputs:diffuseColor = (0, 0, 0)
291
+ float inputs:metallic = 0
292
+ float inputs:roughness = 1
293
+ color3f inputs:specularColor = (0, 0, 0)
294
+ token outputs:surface
295
+ }
296
+ }
297
+ }
298
+
299
+ def Mesh "East" (
300
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
+ )
302
+ {
303
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
+ bindMaterialAs = "strongerThanDescendants"
308
+ )
309
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
+ uniform token physics:approximation = "convexHull"
311
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
+ custom bool primvars:doNotCastShadows = 1
313
+
314
+ def Material "_FlatColorMaterial"
315
+ {
316
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
+
318
+ def Shader "Shader"
319
+ {
320
+ uniform token info:id = "UsdPreviewSurface"
321
+ color3f inputs:diffuseColor = (0, 0, 0)
322
+ float inputs:metallic = 0
323
+ float inputs:roughness = 1
324
+ color3f inputs:specularColor = (0, 0, 0)
325
+ token outputs:surface
326
+ }
327
+ }
328
+ }
329
+ }
330
+
331
+ def Xform "Lights"
332
+ {
333
+ def DistantLight "DistantLight_1"
334
+ {
335
+ float inputs:angle = 1
336
+ float inputs:intensity = 3000
337
+ float3 xformOp:rotateXYZ = (45, 0, 90)
338
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
339
+ }
340
+
341
+ def DomeLight "DomeLight_2"
342
+ {
343
+ float inputs:intensity = 150
344
+ }
345
+ }
346
+
347
+ def Camera "Camera"
348
+ {
349
+ float2 clippingRange = (0.014291246, 10000)
350
+ float focalLength = 35
351
+ float horizontalAperture = 36
352
+ float verticalAperture = 36
353
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
354
+ uniform token[] xformOpOrder = ["xformOp:transform"]
355
+ }
356
+ }
357
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.014291246, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.014291246, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/normals_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,355 +1,355 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Steel_Drum"
115
- {
116
- over "cap_large"
117
- {
118
- over "cap_large" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- uniform bool doubleSided = 1
123
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
124
- bindMaterialAs = "strongerThanDescendants"
125
- )
126
- rel material:binding:physics = None
127
- custom bool singleSided = 0
128
- }
129
- }
130
-
131
- over "cap_small"
132
- {
133
- over "cap_small" (
134
- prepend apiSchemas = ["MaterialBindingAPI"]
135
- )
136
- {
137
- uniform bool doubleSided = 1
138
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- rel material:binding:physics = None
142
- custom bool singleSided = 0
143
- }
144
- }
145
-
146
- over "drum"
147
- {
148
- over "drum" (
149
- prepend apiSchemas = ["MaterialBindingAPI"]
150
- )
151
- {
152
- uniform bool doubleSided = 1
153
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
154
- bindMaterialAs = "strongerThanDescendants"
155
- )
156
- rel material:binding:physics = None
157
- custom bool singleSided = 0
158
- }
159
- }
160
- }
161
- }
162
- }
163
-
164
- def Xform "Room"
165
- {
166
- def Mesh "Bottom" (
167
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
168
- )
169
- {
170
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
171
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
172
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
173
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
174
- bindMaterialAs = "strongerThanDescendants"
175
- )
176
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
177
- uniform token physics:approximation = "convexHull"
178
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
179
- custom bool primvars:doNotCastShadows = 1
180
-
181
- def Material "_FlatColorMaterial"
182
- {
183
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
184
-
185
- def Shader "Shader"
186
- {
187
- uniform token info:id = "UsdPreviewSurface"
188
- color3f inputs:diffuseColor = (1, 1, 1)
189
- float inputs:metallic = 0
190
- float inputs:roughness = 1
191
- color3f inputs:specularColor = (0, 0, 0)
192
- token outputs:surface
193
- }
194
- }
195
- }
196
-
197
- def Mesh "Floor" (
198
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
199
- )
200
- {
201
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
202
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
203
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
204
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
205
- uniform token physics:approximation = "convexHull"
206
- bool physics:collisionEnabled = 0
207
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
208
- custom bool primvars:doNotCastShadows = 1
209
- token visibility = "invisible"
210
- }
211
-
212
- def Mesh "North" (
213
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
- )
215
- {
216
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
217
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
220
- bindMaterialAs = "strongerThanDescendants"
221
- )
222
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
-
227
- def Material "_FlatColorMaterial"
228
- {
229
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
230
-
231
- def Shader "Shader"
232
- {
233
- uniform token info:id = "UsdPreviewSurface"
234
- color3f inputs:diffuseColor = (1, 1, 1)
235
- float inputs:metallic = 0
236
- float inputs:roughness = 1
237
- color3f inputs:specularColor = (0, 0, 0)
238
- token outputs:surface
239
- }
240
- }
241
- }
242
-
243
- def Mesh "South" (
244
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
- )
246
- {
247
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
248
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
251
- bindMaterialAs = "strongerThanDescendants"
252
- )
253
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
254
- uniform token physics:approximation = "convexHull"
255
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
256
- custom bool primvars:doNotCastShadows = 1
257
-
258
- def Material "_FlatColorMaterial"
259
- {
260
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
261
-
262
- def Shader "Shader"
263
- {
264
- uniform token info:id = "UsdPreviewSurface"
265
- color3f inputs:diffuseColor = (1, 1, 1)
266
- float inputs:metallic = 0
267
- float inputs:roughness = 1
268
- color3f inputs:specularColor = (0, 0, 0)
269
- token outputs:surface
270
- }
271
- }
272
- }
273
-
274
- def Mesh "West" (
275
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
276
- )
277
- {
278
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
279
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
280
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
281
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
282
- bindMaterialAs = "strongerThanDescendants"
283
- )
284
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
285
- uniform token physics:approximation = "convexHull"
286
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
287
- custom bool primvars:doNotCastShadows = 1
288
-
289
- def Material "_FlatColorMaterial"
290
- {
291
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
292
-
293
- def Shader "Shader"
294
- {
295
- uniform token info:id = "UsdPreviewSurface"
296
- color3f inputs:diffuseColor = (1, 1, 1)
297
- float inputs:metallic = 0
298
- float inputs:roughness = 1
299
- color3f inputs:specularColor = (0, 0, 0)
300
- token outputs:surface
301
- }
302
- }
303
- }
304
-
305
- def Mesh "East" (
306
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
307
- )
308
- {
309
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
310
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
311
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
312
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
313
- bindMaterialAs = "strongerThanDescendants"
314
- )
315
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
316
- uniform token physics:approximation = "convexHull"
317
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
318
- custom bool primvars:doNotCastShadows = 1
319
-
320
- def Material "_FlatColorMaterial"
321
- {
322
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
323
-
324
- def Shader "Shader"
325
- {
326
- uniform token info:id = "UsdPreviewSurface"
327
- color3f inputs:diffuseColor = (1, 1, 1)
328
- float inputs:metallic = 0
329
- float inputs:roughness = 1
330
- color3f inputs:specularColor = (0, 0, 0)
331
- token outputs:surface
332
- }
333
- }
334
- }
335
- }
336
-
337
- def Xform "Lights"
338
- {
339
- def DomeLight "DomeLight_1"
340
- {
341
- float inputs:intensity = 2000
342
- }
343
- }
344
-
345
- def Camera "Camera"
346
- {
347
- float2 clippingRange = (0.014291246, 10000)
348
- float focalLength = 35
349
- float horizontalAperture = 36
350
- float verticalAperture = 36
351
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
352
- uniform token[] xformOpOrder = ["xformOp:transform"]
353
- }
354
- }
355
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Steel_Drum"
115
+ {
116
+ over "cap_large"
117
+ {
118
+ over "cap_large" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ uniform bool doubleSided = 1
123
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
124
+ bindMaterialAs = "strongerThanDescendants"
125
+ )
126
+ rel material:binding:physics = None
127
+ custom bool singleSided = 0
128
+ }
129
+ }
130
+
131
+ over "cap_small"
132
+ {
133
+ over "cap_small" (
134
+ prepend apiSchemas = ["MaterialBindingAPI"]
135
+ )
136
+ {
137
+ uniform bool doubleSided = 1
138
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ rel material:binding:physics = None
142
+ custom bool singleSided = 0
143
+ }
144
+ }
145
+
146
+ over "drum"
147
+ {
148
+ over "drum" (
149
+ prepend apiSchemas = ["MaterialBindingAPI"]
150
+ )
151
+ {
152
+ uniform bool doubleSided = 1
153
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
154
+ bindMaterialAs = "strongerThanDescendants"
155
+ )
156
+ rel material:binding:physics = None
157
+ custom bool singleSided = 0
158
+ }
159
+ }
160
+ }
161
+ }
162
+ }
163
+
164
+ def Xform "Room"
165
+ {
166
+ def Mesh "Bottom" (
167
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
168
+ )
169
+ {
170
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
171
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
172
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
173
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
174
+ bindMaterialAs = "strongerThanDescendants"
175
+ )
176
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
177
+ uniform token physics:approximation = "convexHull"
178
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
179
+ custom bool primvars:doNotCastShadows = 1
180
+
181
+ def Material "_FlatColorMaterial"
182
+ {
183
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
184
+
185
+ def Shader "Shader"
186
+ {
187
+ uniform token info:id = "UsdPreviewSurface"
188
+ color3f inputs:diffuseColor = (1, 1, 1)
189
+ float inputs:metallic = 0
190
+ float inputs:roughness = 1
191
+ color3f inputs:specularColor = (0, 0, 0)
192
+ token outputs:surface
193
+ }
194
+ }
195
+ }
196
+
197
+ def Mesh "Floor" (
198
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
199
+ )
200
+ {
201
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
202
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
203
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
204
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
205
+ uniform token physics:approximation = "convexHull"
206
+ bool physics:collisionEnabled = 0
207
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
208
+ custom bool primvars:doNotCastShadows = 1
209
+ token visibility = "invisible"
210
+ }
211
+
212
+ def Mesh "North" (
213
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
+ )
215
+ {
216
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
217
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
220
+ bindMaterialAs = "strongerThanDescendants"
221
+ )
222
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+
227
+ def Material "_FlatColorMaterial"
228
+ {
229
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
230
+
231
+ def Shader "Shader"
232
+ {
233
+ uniform token info:id = "UsdPreviewSurface"
234
+ color3f inputs:diffuseColor = (1, 1, 1)
235
+ float inputs:metallic = 0
236
+ float inputs:roughness = 1
237
+ color3f inputs:specularColor = (0, 0, 0)
238
+ token outputs:surface
239
+ }
240
+ }
241
+ }
242
+
243
+ def Mesh "South" (
244
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
+ )
246
+ {
247
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
248
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
251
+ bindMaterialAs = "strongerThanDescendants"
252
+ )
253
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
254
+ uniform token physics:approximation = "convexHull"
255
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
256
+ custom bool primvars:doNotCastShadows = 1
257
+
258
+ def Material "_FlatColorMaterial"
259
+ {
260
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
261
+
262
+ def Shader "Shader"
263
+ {
264
+ uniform token info:id = "UsdPreviewSurface"
265
+ color3f inputs:diffuseColor = (1, 1, 1)
266
+ float inputs:metallic = 0
267
+ float inputs:roughness = 1
268
+ color3f inputs:specularColor = (0, 0, 0)
269
+ token outputs:surface
270
+ }
271
+ }
272
+ }
273
+
274
+ def Mesh "West" (
275
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
276
+ )
277
+ {
278
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
279
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
280
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
281
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
282
+ bindMaterialAs = "strongerThanDescendants"
283
+ )
284
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
285
+ uniform token physics:approximation = "convexHull"
286
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
287
+ custom bool primvars:doNotCastShadows = 1
288
+
289
+ def Material "_FlatColorMaterial"
290
+ {
291
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
292
+
293
+ def Shader "Shader"
294
+ {
295
+ uniform token info:id = "UsdPreviewSurface"
296
+ color3f inputs:diffuseColor = (1, 1, 1)
297
+ float inputs:metallic = 0
298
+ float inputs:roughness = 1
299
+ color3f inputs:specularColor = (0, 0, 0)
300
+ token outputs:surface
301
+ }
302
+ }
303
+ }
304
+
305
+ def Mesh "East" (
306
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
307
+ )
308
+ {
309
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
310
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
311
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
312
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
313
+ bindMaterialAs = "strongerThanDescendants"
314
+ )
315
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
316
+ uniform token physics:approximation = "convexHull"
317
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
318
+ custom bool primvars:doNotCastShadows = 1
319
+
320
+ def Material "_FlatColorMaterial"
321
+ {
322
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
323
+
324
+ def Shader "Shader"
325
+ {
326
+ uniform token info:id = "UsdPreviewSurface"
327
+ color3f inputs:diffuseColor = (1, 1, 1)
328
+ float inputs:metallic = 0
329
+ float inputs:roughness = 1
330
+ color3f inputs:specularColor = (0, 0, 0)
331
+ token outputs:surface
332
+ }
333
+ }
334
+ }
335
+ }
336
+
337
+ def Xform "Lights"
338
+ {
339
+ def DomeLight "DomeLight_1"
340
+ {
341
+ float inputs:intensity = 2000
342
+ }
343
+ }
344
+
345
+ def Camera "Camera"
346
+ {
347
+ float2 clippingRange = (0.014291246, 10000)
348
+ float focalLength = 35
349
+ float horizontalAperture = 36
350
+ float verticalAperture = 36
351
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
352
+ uniform token[] xformOpOrder = ["xformOp:transform"]
353
+ }
354
+ }
355
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/pivot/isaac_sim/test_scene.usda CHANGED
@@ -1,284 +1,284 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Steel_Drum"
115
- {
116
- over "cap_large"
117
- {
118
- over "cap_large" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "cap_small"
130
- {
131
- over "cap_small" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "drum"
143
- {
144
- over "drum" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
168
- uniform token physics:approximation = "convexHull"
169
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
170
- custom bool primvars:doNotCastShadows = 1
171
- }
172
-
173
- def Mesh "Floor" (
174
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
175
- )
176
- {
177
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
178
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
179
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
180
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
181
- bindMaterialAs = "strongerThanDescendants"
182
- )
183
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
184
- uniform token physics:approximation = "convexHull"
185
- bool physics:collisionEnabled = 1
186
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
187
- custom bool primvars:doNotCastShadows = 1
188
-
189
- def Material "_FlatColorMaterial"
190
- {
191
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
192
-
193
- def Shader "Shader"
194
- {
195
- uniform token info:id = "UsdPreviewSurface"
196
- color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
197
- float inputs:metallic = 0
198
- float inputs:roughness = 1
199
- color3f inputs:specularColor = (0, 0, 0)
200
- token outputs:surface
201
- }
202
- }
203
- }
204
-
205
- def Mesh "North" (
206
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
207
- )
208
- {
209
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
210
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
211
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
212
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
213
- uniform token physics:approximation = "convexHull"
214
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
215
- custom bool primvars:doNotCastShadows = 1
216
- }
217
-
218
- def Mesh "South" (
219
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
220
- )
221
- {
222
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
223
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
224
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
225
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
226
- uniform token physics:approximation = "convexHull"
227
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
228
- custom bool primvars:doNotCastShadows = 1
229
- }
230
-
231
- def Mesh "West" (
232
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
233
- )
234
- {
235
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
236
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
237
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
238
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
239
- uniform token physics:approximation = "convexHull"
240
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
241
- custom bool primvars:doNotCastShadows = 1
242
- }
243
-
244
- def Mesh "East" (
245
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
246
- )
247
- {
248
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
249
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
252
- uniform token physics:approximation = "convexHull"
253
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
254
- custom bool primvars:doNotCastShadows = 1
255
- }
256
- }
257
-
258
- def Xform "Lights"
259
- {
260
- def DistantLight "DistantLight_1"
261
- {
262
- float inputs:angle = 1
263
- float inputs:intensity = 3000
264
- float3 xformOp:rotateXYZ = (45, 0, 90)
265
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
266
- }
267
-
268
- def DomeLight "DomeLight_2"
269
- {
270
- float inputs:intensity = 150
271
- }
272
- }
273
-
274
- def Camera "Camera"
275
- {
276
- float2 clippingRange = (0.014291246, 10000)
277
- float focalLength = 35
278
- float horizontalAperture = 36
279
- float verticalAperture = 36
280
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
281
- uniform token[] xformOpOrder = ["xformOp:transform"]
282
- }
283
- }
284
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Steel_Drum"
115
+ {
116
+ over "cap_large"
117
+ {
118
+ over "cap_large" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "cap_small"
130
+ {
131
+ over "cap_small" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "drum"
143
+ {
144
+ over "drum" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
168
+ uniform token physics:approximation = "convexHull"
169
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
170
+ custom bool primvars:doNotCastShadows = 1
171
+ }
172
+
173
+ def Mesh "Floor" (
174
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
175
+ )
176
+ {
177
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
178
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
179
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
180
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
181
+ bindMaterialAs = "strongerThanDescendants"
182
+ )
183
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
184
+ uniform token physics:approximation = "convexHull"
185
+ bool physics:collisionEnabled = 1
186
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
187
+ custom bool primvars:doNotCastShadows = 1
188
+
189
+ def Material "_FlatColorMaterial"
190
+ {
191
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
192
+
193
+ def Shader "Shader"
194
+ {
195
+ uniform token info:id = "UsdPreviewSurface"
196
+ color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
197
+ float inputs:metallic = 0
198
+ float inputs:roughness = 1
199
+ color3f inputs:specularColor = (0, 0, 0)
200
+ token outputs:surface
201
+ }
202
+ }
203
+ }
204
+
205
+ def Mesh "North" (
206
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
207
+ )
208
+ {
209
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
210
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
211
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
212
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
213
+ uniform token physics:approximation = "convexHull"
214
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
215
+ custom bool primvars:doNotCastShadows = 1
216
+ }
217
+
218
+ def Mesh "South" (
219
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
220
+ )
221
+ {
222
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
223
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
224
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
225
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
226
+ uniform token physics:approximation = "convexHull"
227
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
228
+ custom bool primvars:doNotCastShadows = 1
229
+ }
230
+
231
+ def Mesh "West" (
232
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
233
+ )
234
+ {
235
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
236
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
237
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
238
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
239
+ uniform token physics:approximation = "convexHull"
240
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
241
+ custom bool primvars:doNotCastShadows = 1
242
+ }
243
+
244
+ def Mesh "East" (
245
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
246
+ )
247
+ {
248
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
249
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
252
+ uniform token physics:approximation = "convexHull"
253
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
254
+ custom bool primvars:doNotCastShadows = 1
255
+ }
256
+ }
257
+
258
+ def Xform "Lights"
259
+ {
260
+ def DistantLight "DistantLight_1"
261
+ {
262
+ float inputs:angle = 1
263
+ float inputs:intensity = 3000
264
+ float3 xformOp:rotateXYZ = (45, 0, 90)
265
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
266
+ }
267
+
268
+ def DomeLight "DomeLight_2"
269
+ {
270
+ float inputs:intensity = 150
271
+ }
272
+ }
273
+
274
+ def Camera "Camera"
275
+ {
276
+ float2 clippingRange = (0.014291246, 10000)
277
+ float focalLength = 35
278
+ float horizontalAperture = 36
279
+ float verticalAperture = 36
280
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
281
+ uniform token[] xformOpOrder = ["xformOp:transform"]
282
+ }
283
+ }
284
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/presence/isaac_sim/test_scene.usda CHANGED
@@ -1,349 +1,349 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Steel_Drum"
115
- {
116
- over "cap_large"
117
- {
118
- over "cap_large" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "cap_small"
130
- {
131
- over "cap_small" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "drum"
143
- {
144
- over "drum" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
- bindMaterialAs = "strongerThanDescendants"
169
- )
170
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
- uniform token physics:approximation = "convexHull"
172
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
- custom bool primvars:doNotCastShadows = 1
174
-
175
- def Material "_FlatColorMaterial"
176
- {
177
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
-
179
- def Shader "Shader"
180
- {
181
- uniform token info:id = "UsdPreviewSurface"
182
- color3f inputs:diffuseColor = (1, 1, 1)
183
- float inputs:metallic = 0
184
- float inputs:roughness = 1
185
- color3f inputs:specularColor = (0, 0, 0)
186
- token outputs:surface
187
- }
188
- }
189
- }
190
-
191
- def Mesh "Floor" (
192
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
- )
194
- {
195
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
- uniform token physics:approximation = "convexHull"
200
- bool physics:collisionEnabled = 0
201
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
- custom bool primvars:doNotCastShadows = 1
203
- token visibility = "invisible"
204
- }
205
-
206
- def Mesh "North" (
207
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
- )
209
- {
210
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
- bindMaterialAs = "strongerThanDescendants"
215
- )
216
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
- uniform token physics:approximation = "convexHull"
218
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
- custom bool primvars:doNotCastShadows = 1
220
-
221
- def Material "_FlatColorMaterial"
222
- {
223
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
-
225
- def Shader "Shader"
226
- {
227
- uniform token info:id = "UsdPreviewSurface"
228
- color3f inputs:diffuseColor = (1, 1, 1)
229
- float inputs:metallic = 0
230
- float inputs:roughness = 1
231
- color3f inputs:specularColor = (0, 0, 0)
232
- token outputs:surface
233
- }
234
- }
235
- }
236
-
237
- def Mesh "South" (
238
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
- )
240
- {
241
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
- bindMaterialAs = "strongerThanDescendants"
246
- )
247
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
- uniform token physics:approximation = "convexHull"
249
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
- custom bool primvars:doNotCastShadows = 1
251
-
252
- def Material "_FlatColorMaterial"
253
- {
254
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
-
256
- def Shader "Shader"
257
- {
258
- uniform token info:id = "UsdPreviewSurface"
259
- color3f inputs:diffuseColor = (1, 1, 1)
260
- float inputs:metallic = 0
261
- float inputs:roughness = 1
262
- color3f inputs:specularColor = (0, 0, 0)
263
- token outputs:surface
264
- }
265
- }
266
- }
267
-
268
- def Mesh "West" (
269
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
- )
271
- {
272
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
- bindMaterialAs = "strongerThanDescendants"
277
- )
278
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
- uniform token physics:approximation = "convexHull"
280
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
- custom bool primvars:doNotCastShadows = 1
282
-
283
- def Material "_FlatColorMaterial"
284
- {
285
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
-
287
- def Shader "Shader"
288
- {
289
- uniform token info:id = "UsdPreviewSurface"
290
- color3f inputs:diffuseColor = (1, 1, 1)
291
- float inputs:metallic = 0
292
- float inputs:roughness = 1
293
- color3f inputs:specularColor = (0, 0, 0)
294
- token outputs:surface
295
- }
296
- }
297
- }
298
-
299
- def Mesh "East" (
300
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
- )
302
- {
303
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
- bindMaterialAs = "strongerThanDescendants"
308
- )
309
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
- uniform token physics:approximation = "convexHull"
311
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
- custom bool primvars:doNotCastShadows = 1
313
-
314
- def Material "_FlatColorMaterial"
315
- {
316
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
-
318
- def Shader "Shader"
319
- {
320
- uniform token info:id = "UsdPreviewSurface"
321
- color3f inputs:diffuseColor = (1, 1, 1)
322
- float inputs:metallic = 0
323
- float inputs:roughness = 1
324
- color3f inputs:specularColor = (0, 0, 0)
325
- token outputs:surface
326
- }
327
- }
328
- }
329
- }
330
-
331
- def Xform "Lights"
332
- {
333
- def DomeLight "DomeLight_1"
334
- {
335
- float inputs:intensity = 1000
336
- }
337
- }
338
-
339
- def Camera "Camera"
340
- {
341
- float2 clippingRange = (0.014291246, 10000)
342
- float focalLength = 35
343
- float horizontalAperture = 36
344
- float verticalAperture = 36
345
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
346
- uniform token[] xformOpOrder = ["xformOp:transform"]
347
- }
348
- }
349
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Steel_Drum"
115
+ {
116
+ over "cap_large"
117
+ {
118
+ over "cap_large" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "cap_small"
130
+ {
131
+ over "cap_small" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "drum"
143
+ {
144
+ over "drum" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
+ bindMaterialAs = "strongerThanDescendants"
169
+ )
170
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
+ uniform token physics:approximation = "convexHull"
172
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+
175
+ def Material "_FlatColorMaterial"
176
+ {
177
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
+
179
+ def Shader "Shader"
180
+ {
181
+ uniform token info:id = "UsdPreviewSurface"
182
+ color3f inputs:diffuseColor = (1, 1, 1)
183
+ float inputs:metallic = 0
184
+ float inputs:roughness = 1
185
+ color3f inputs:specularColor = (0, 0, 0)
186
+ token outputs:surface
187
+ }
188
+ }
189
+ }
190
+
191
+ def Mesh "Floor" (
192
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
+ )
194
+ {
195
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
+ uniform token physics:approximation = "convexHull"
200
+ bool physics:collisionEnabled = 0
201
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
+ custom bool primvars:doNotCastShadows = 1
203
+ token visibility = "invisible"
204
+ }
205
+
206
+ def Mesh "North" (
207
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
+ )
209
+ {
210
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
+ bindMaterialAs = "strongerThanDescendants"
215
+ )
216
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
+ uniform token physics:approximation = "convexHull"
218
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
+ custom bool primvars:doNotCastShadows = 1
220
+
221
+ def Material "_FlatColorMaterial"
222
+ {
223
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
+
225
+ def Shader "Shader"
226
+ {
227
+ uniform token info:id = "UsdPreviewSurface"
228
+ color3f inputs:diffuseColor = (1, 1, 1)
229
+ float inputs:metallic = 0
230
+ float inputs:roughness = 1
231
+ color3f inputs:specularColor = (0, 0, 0)
232
+ token outputs:surface
233
+ }
234
+ }
235
+ }
236
+
237
+ def Mesh "South" (
238
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
+ )
240
+ {
241
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
+ bindMaterialAs = "strongerThanDescendants"
246
+ )
247
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
+ uniform token physics:approximation = "convexHull"
249
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
+ custom bool primvars:doNotCastShadows = 1
251
+
252
+ def Material "_FlatColorMaterial"
253
+ {
254
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
+
256
+ def Shader "Shader"
257
+ {
258
+ uniform token info:id = "UsdPreviewSurface"
259
+ color3f inputs:diffuseColor = (1, 1, 1)
260
+ float inputs:metallic = 0
261
+ float inputs:roughness = 1
262
+ color3f inputs:specularColor = (0, 0, 0)
263
+ token outputs:surface
264
+ }
265
+ }
266
+ }
267
+
268
+ def Mesh "West" (
269
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
+ )
271
+ {
272
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
+ bindMaterialAs = "strongerThanDescendants"
277
+ )
278
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
+ uniform token physics:approximation = "convexHull"
280
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
+ custom bool primvars:doNotCastShadows = 1
282
+
283
+ def Material "_FlatColorMaterial"
284
+ {
285
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
+
287
+ def Shader "Shader"
288
+ {
289
+ uniform token info:id = "UsdPreviewSurface"
290
+ color3f inputs:diffuseColor = (1, 1, 1)
291
+ float inputs:metallic = 0
292
+ float inputs:roughness = 1
293
+ color3f inputs:specularColor = (0, 0, 0)
294
+ token outputs:surface
295
+ }
296
+ }
297
+ }
298
+
299
+ def Mesh "East" (
300
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
+ )
302
+ {
303
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
+ bindMaterialAs = "strongerThanDescendants"
308
+ )
309
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
+ uniform token physics:approximation = "convexHull"
311
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
+ custom bool primvars:doNotCastShadows = 1
313
+
314
+ def Material "_FlatColorMaterial"
315
+ {
316
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
+
318
+ def Shader "Shader"
319
+ {
320
+ uniform token info:id = "UsdPreviewSurface"
321
+ color3f inputs:diffuseColor = (1, 1, 1)
322
+ float inputs:metallic = 0
323
+ float inputs:roughness = 1
324
+ color3f inputs:specularColor = (0, 0, 0)
325
+ token outputs:surface
326
+ }
327
+ }
328
+ }
329
+ }
330
+
331
+ def Xform "Lights"
332
+ {
333
+ def DomeLight "DomeLight_1"
334
+ {
335
+ float inputs:intensity = 1000
336
+ }
337
+ }
338
+
339
+ def Camera "Camera"
340
+ {
341
+ float2 clippingRange = (0.014291246, 10000)
342
+ float focalLength = 35
343
+ float horizontalAperture = 36
344
+ float verticalAperture = 36
345
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
346
+ uniform token[] xformOpOrder = ["xformOp:transform"]
347
+ }
348
+ }
349
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.014291246, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.014291246, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda CHANGED
@@ -1,293 +1,293 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
97
- )
98
- {
99
- }
100
- }
101
-
102
- def Xform "Room"
103
- {
104
- def Mesh "Bottom" (
105
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
- )
107
- {
108
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
- bindMaterialAs = "strongerThanDescendants"
113
- )
114
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
- uniform token physics:approximation = "convexHull"
116
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
- custom bool primvars:doNotCastShadows = 1
118
-
119
- def Material "_FlatColorMaterial"
120
- {
121
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
-
123
- def Shader "Shader"
124
- {
125
- uniform token info:id = "UsdPreviewSurface"
126
- color3f inputs:diffuseColor = (1, 1, 1)
127
- float inputs:metallic = 0
128
- float inputs:roughness = 1
129
- color3f inputs:specularColor = (0, 0, 0)
130
- token outputs:surface
131
- }
132
- }
133
- }
134
-
135
- def Mesh "Floor" (
136
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
- )
138
- {
139
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
- uniform token physics:approximation = "convexHull"
144
- bool physics:collisionEnabled = 0
145
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
- custom bool primvars:doNotCastShadows = 1
147
- token visibility = "invisible"
148
- }
149
-
150
- def Mesh "North" (
151
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
- )
153
- {
154
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
- bindMaterialAs = "strongerThanDescendants"
159
- )
160
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
- uniform token physics:approximation = "convexHull"
162
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
- custom bool primvars:doNotCastShadows = 1
164
-
165
- def Material "_FlatColorMaterial"
166
- {
167
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
-
169
- def Shader "Shader"
170
- {
171
- uniform token info:id = "UsdPreviewSurface"
172
- color3f inputs:diffuseColor = (1, 1, 1)
173
- float inputs:metallic = 0
174
- float inputs:roughness = 1
175
- color3f inputs:specularColor = (0, 0, 0)
176
- token outputs:surface
177
- }
178
- }
179
- }
180
-
181
- def Mesh "South" (
182
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
- )
184
- {
185
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
- bindMaterialAs = "strongerThanDescendants"
190
- )
191
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
- uniform token physics:approximation = "convexHull"
193
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
- custom bool primvars:doNotCastShadows = 1
195
-
196
- def Material "_FlatColorMaterial"
197
- {
198
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
-
200
- def Shader "Shader"
201
- {
202
- uniform token info:id = "UsdPreviewSurface"
203
- color3f inputs:diffuseColor = (1, 1, 1)
204
- float inputs:metallic = 0
205
- float inputs:roughness = 1
206
- color3f inputs:specularColor = (0, 0, 0)
207
- token outputs:surface
208
- }
209
- }
210
- }
211
-
212
- def Mesh "West" (
213
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
- )
215
- {
216
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
- bindMaterialAs = "strongerThanDescendants"
221
- )
222
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
-
227
- def Material "_FlatColorMaterial"
228
- {
229
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
-
231
- def Shader "Shader"
232
- {
233
- uniform token info:id = "UsdPreviewSurface"
234
- color3f inputs:diffuseColor = (1, 1, 1)
235
- float inputs:metallic = 0
236
- float inputs:roughness = 1
237
- color3f inputs:specularColor = (0, 0, 0)
238
- token outputs:surface
239
- }
240
- }
241
- }
242
-
243
- def Mesh "East" (
244
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
- )
246
- {
247
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
- bindMaterialAs = "strongerThanDescendants"
252
- )
253
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
- uniform token physics:approximation = "convexHull"
255
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
- custom bool primvars:doNotCastShadows = 1
257
-
258
- def Material "_FlatColorMaterial"
259
- {
260
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
-
262
- def Shader "Shader"
263
- {
264
- uniform token info:id = "UsdPreviewSurface"
265
- color3f inputs:diffuseColor = (1, 1, 1)
266
- float inputs:metallic = 0
267
- float inputs:roughness = 1
268
- color3f inputs:specularColor = (0, 0, 0)
269
- token outputs:surface
270
- }
271
- }
272
- }
273
- }
274
-
275
- def Xform "Lights"
276
- {
277
- def DomeLight "DomeLight_1"
278
- {
279
- float inputs:intensity = 1000
280
- }
281
- }
282
-
283
- def Camera "Camera"
284
- {
285
- float2 clippingRange = (0.014291246, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
290
- uniform token[] xformOpOrder = ["xformOp:transform"]
291
- }
292
- }
293
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
97
+ )
98
+ {
99
+ }
100
+ }
101
+
102
+ def Xform "Room"
103
+ {
104
+ def Mesh "Bottom" (
105
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
+ )
107
+ {
108
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
+ bindMaterialAs = "strongerThanDescendants"
113
+ )
114
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
+ uniform token physics:approximation = "convexHull"
116
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
+ custom bool primvars:doNotCastShadows = 1
118
+
119
+ def Material "_FlatColorMaterial"
120
+ {
121
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
+
123
+ def Shader "Shader"
124
+ {
125
+ uniform token info:id = "UsdPreviewSurface"
126
+ color3f inputs:diffuseColor = (1, 1, 1)
127
+ float inputs:metallic = 0
128
+ float inputs:roughness = 1
129
+ color3f inputs:specularColor = (0, 0, 0)
130
+ token outputs:surface
131
+ }
132
+ }
133
+ }
134
+
135
+ def Mesh "Floor" (
136
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
+ )
138
+ {
139
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
+ uniform token physics:approximation = "convexHull"
144
+ bool physics:collisionEnabled = 0
145
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+ token visibility = "invisible"
148
+ }
149
+
150
+ def Mesh "North" (
151
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
+ )
153
+ {
154
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
+ bindMaterialAs = "strongerThanDescendants"
159
+ )
160
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
+ uniform token physics:approximation = "convexHull"
162
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
+ custom bool primvars:doNotCastShadows = 1
164
+
165
+ def Material "_FlatColorMaterial"
166
+ {
167
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
+
169
+ def Shader "Shader"
170
+ {
171
+ uniform token info:id = "UsdPreviewSurface"
172
+ color3f inputs:diffuseColor = (1, 1, 1)
173
+ float inputs:metallic = 0
174
+ float inputs:roughness = 1
175
+ color3f inputs:specularColor = (0, 0, 0)
176
+ token outputs:surface
177
+ }
178
+ }
179
+ }
180
+
181
+ def Mesh "South" (
182
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
+ )
184
+ {
185
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
+ bindMaterialAs = "strongerThanDescendants"
190
+ )
191
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
+ uniform token physics:approximation = "convexHull"
193
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
+ custom bool primvars:doNotCastShadows = 1
195
+
196
+ def Material "_FlatColorMaterial"
197
+ {
198
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
+
200
+ def Shader "Shader"
201
+ {
202
+ uniform token info:id = "UsdPreviewSurface"
203
+ color3f inputs:diffuseColor = (1, 1, 1)
204
+ float inputs:metallic = 0
205
+ float inputs:roughness = 1
206
+ color3f inputs:specularColor = (0, 0, 0)
207
+ token outputs:surface
208
+ }
209
+ }
210
+ }
211
+
212
+ def Mesh "West" (
213
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
+ )
215
+ {
216
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
+ bindMaterialAs = "strongerThanDescendants"
221
+ )
222
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+
227
+ def Material "_FlatColorMaterial"
228
+ {
229
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
+
231
+ def Shader "Shader"
232
+ {
233
+ uniform token info:id = "UsdPreviewSurface"
234
+ color3f inputs:diffuseColor = (1, 1, 1)
235
+ float inputs:metallic = 0
236
+ float inputs:roughness = 1
237
+ color3f inputs:specularColor = (0, 0, 0)
238
+ token outputs:surface
239
+ }
240
+ }
241
+ }
242
+
243
+ def Mesh "East" (
244
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
+ )
246
+ {
247
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
+ bindMaterialAs = "strongerThanDescendants"
252
+ )
253
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
+ uniform token physics:approximation = "convexHull"
255
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
+ custom bool primvars:doNotCastShadows = 1
257
+
258
+ def Material "_FlatColorMaterial"
259
+ {
260
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
+
262
+ def Shader "Shader"
263
+ {
264
+ uniform token info:id = "UsdPreviewSurface"
265
+ color3f inputs:diffuseColor = (1, 1, 1)
266
+ float inputs:metallic = 0
267
+ float inputs:roughness = 1
268
+ color3f inputs:specularColor = (0, 0, 0)
269
+ token outputs:surface
270
+ }
271
+ }
272
+ }
273
+ }
274
+
275
+ def Xform "Lights"
276
+ {
277
+ def DomeLight "DomeLight_1"
278
+ {
279
+ float inputs:intensity = 1000
280
+ }
281
+ }
282
+
283
+ def Camera "Camera"
284
+ {
285
+ float2 clippingRange = (0.014291246, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.35112344158839165, 0, 0), (-0.1488760414816929, -0.3970027772845145, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025442, -0), (0.4544607298656918, 1.2118952796418452, 1.0469476245621336, 1) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/57f58785b5ad/.simready/runtime/slope_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,430 +1,430 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (-0, -3.4925416927931523, 9.964310086564831)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/steel_drum/simready_usd/steel_drum.usd@
100
- )
101
- {
102
- over "Steel_Drum" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (-2.5178512e-8, 0.00013856908, 0.4418979)
108
- float3 physics:diagonalInertia = (1.547929, 1.5460854, 0.79563296)
109
- float physics:mass = 19
110
- quatf physics:principalAxes = (0.9902765, -0.0007390442, 0.00010503914, 0.139111)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- double3 xformOp:translate = (-2.55262477821816e-11, -9.72153926248609e-8, -0.0010227330492060815)
114
- }
115
- }
116
- }
117
-
118
- def Xform "Room"
119
- {
120
- def Mesh "Bottom" (
121
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
122
- )
123
- {
124
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
125
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
126
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
127
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
128
- bindMaterialAs = "strongerThanDescendants"
129
- )
130
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
131
- uniform token physics:approximation = "convexHull"
132
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
133
- custom bool primvars:doNotCastShadows = 1
134
-
135
- def Material "_FlatColorMaterial"
136
- {
137
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
138
-
139
- def Shader "Shader"
140
- {
141
- uniform token info:id = "UsdPreviewSurface"
142
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
143
- float inputs:metallic = 0
144
- float inputs:roughness = 1
145
- color3f inputs:specularColor = (0, 0, 0)
146
- token outputs:surface
147
- }
148
- }
149
- }
150
-
151
- def Mesh "Floor" (
152
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
153
- )
154
- {
155
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
156
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
157
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
158
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
159
- bindMaterialAs = "strongerThanDescendants"
160
- )
161
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
162
- uniform token physics:approximation = "convexHull"
163
- bool physics:collisionEnabled = 1
164
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
165
- custom bool primvars:doNotCastShadows = 1
166
-
167
- def Material "_FlatColorMaterial"
168
- {
169
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
170
-
171
- def Shader "Shader"
172
- {
173
- uniform token info:id = "UsdPreviewSurface"
174
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
175
- float inputs:metallic = 0
176
- float inputs:roughness = 1
177
- color3f inputs:specularColor = (0, 0, 0)
178
- token outputs:surface
179
- }
180
- }
181
- }
182
-
183
- def Mesh "North" (
184
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
185
- )
186
- {
187
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
188
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
189
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
190
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
191
- bindMaterialAs = "strongerThanDescendants"
192
- )
193
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
194
- uniform token physics:approximation = "convexHull"
195
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
196
- custom bool primvars:doNotCastShadows = 1
197
-
198
- def Material "_FlatColorMaterial"
199
- {
200
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
201
-
202
- def Shader "Shader"
203
- {
204
- uniform token info:id = "UsdPreviewSurface"
205
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
206
- float inputs:metallic = 0
207
- float inputs:roughness = 1
208
- color3f inputs:specularColor = (0, 0, 0)
209
- token outputs:surface
210
- }
211
- }
212
- }
213
-
214
- def Mesh "South" (
215
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
216
- )
217
- {
218
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
219
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
220
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
221
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
222
- bindMaterialAs = "strongerThanDescendants"
223
- )
224
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
225
- uniform token physics:approximation = "convexHull"
226
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
227
- custom bool primvars:doNotCastShadows = 1
228
-
229
- def Material "_FlatColorMaterial"
230
- {
231
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
232
-
233
- def Shader "Shader"
234
- {
235
- uniform token info:id = "UsdPreviewSurface"
236
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
237
- float inputs:metallic = 0
238
- float inputs:roughness = 1
239
- color3f inputs:specularColor = (0, 0, 0)
240
- token outputs:surface
241
- }
242
- }
243
- }
244
-
245
- def Mesh "West" (
246
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
247
- )
248
- {
249
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
250
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
251
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
252
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
253
- bindMaterialAs = "strongerThanDescendants"
254
- )
255
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
256
- uniform token physics:approximation = "convexHull"
257
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
258
- custom bool primvars:doNotCastShadows = 1
259
-
260
- def Material "_FlatColorMaterial"
261
- {
262
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
263
-
264
- def Shader "Shader"
265
- {
266
- uniform token info:id = "UsdPreviewSurface"
267
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
268
- float inputs:metallic = 0
269
- float inputs:roughness = 1
270
- color3f inputs:specularColor = (0, 0, 0)
271
- token outputs:surface
272
- }
273
- }
274
- }
275
-
276
- def Mesh "East" (
277
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
278
- )
279
- {
280
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
281
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
282
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
283
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
284
- bindMaterialAs = "strongerThanDescendants"
285
- )
286
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
287
- uniform token physics:approximation = "convexHull"
288
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
289
- custom bool primvars:doNotCastShadows = 1
290
-
291
- def Material "_FlatColorMaterial"
292
- {
293
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
294
-
295
- def Shader "Shader"
296
- {
297
- uniform token info:id = "UsdPreviewSurface"
298
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
299
- float inputs:metallic = 0
300
- float inputs:roughness = 1
301
- color3f inputs:specularColor = (0, 0, 0)
302
- token outputs:surface
303
- }
304
- }
305
- }
306
-
307
- def Mesh "Slope" (
308
- prepend apiSchemas = ["MaterialBindingAPI"]
309
- )
310
- {
311
- float3[] extent = [(-1, -1, -1), (1, 1, 0)]
312
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
313
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
314
- rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
315
- bindMaterialAs = "strongerThanDescendants"
316
- )
317
- point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
318
- custom bool primvars:doNotCastShadows = 1
319
- float xformOp:rotateX = 45
320
- float xformOp:rotateZ = 180
321
- float3 xformOp:scale = (50, 7.0559998, 0.088199995)
322
- double3 xformOp:translate = (0, 0, 4.848225280301602)
323
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
324
-
325
- def Material "_FlatColorMaterial"
326
- {
327
- token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
328
-
329
- def Shader "Shader"
330
- {
331
- uniform token info:id = "UsdPreviewSurface"
332
- color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
333
- float inputs:metallic = 0
334
- float inputs:roughness = 1
335
- color3f inputs:specularColor = (0, 0, 0)
336
- token outputs:surface
337
- }
338
- }
339
-
340
- def "PhysMaterial" (
341
- prepend apiSchemas = ["PhysicsMaterialAPI"]
342
- )
343
- {
344
- float physics:dynamicFriction = 0.4
345
- float physics:restitution = 0
346
- float physics:staticFriction = 0.5
347
- }
348
- }
349
-
350
- def Xform "SlopeCollision"
351
- {
352
- float xformOp:rotateX = 45
353
- float xformOp:rotateZ = 180
354
- double3 xformOp:translate = (0, 0, 4.848225280301602)
355
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
356
-
357
- def Cube "Box" (
358
- prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
359
- )
360
- {
361
- rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
362
- bindMaterialAs = "weakerThanDescendants"
363
- )
364
- double size = 1
365
- token visibility = "invisible"
366
- float3 xformOp:scale = (100, 14.1119995, 0.088199995)
367
- double3 xformOp:translate = (0, 0, -0.044099998474121105)
368
- uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
369
- }
370
- }
371
- }
372
-
373
- def Xform "Lights"
374
- {
375
- def DomeLight "DomeLight_1"
376
- {
377
- float inputs:intensity = 1000
378
- }
379
- }
380
-
381
- def PhysicsScene "PhysicsScene" (
382
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
383
- )
384
- {
385
- vector3f physics:gravityDirection = (0, 0, -1)
386
- float physics:gravityMagnitude = 9.81
387
- uniform token physxScene:broadphaseType = "GPU"
388
- bool physxScene:enableEnhancedDeterminism = 0
389
- bool physxScene:enableGPUDynamics = 1
390
- bool physxScene:enableStabilization = 1
391
- uniform token physxScene:solverType = "TGS"
392
- uint physxScene:timeStepsPerSecond = 240
393
- }
394
-
395
- def Xform "GroundPlane"
396
- {
397
- def Mesh "CollisionMesh" (
398
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
399
- )
400
- {
401
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
402
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
403
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
404
- bindMaterialAs = "weakerThanDescendants"
405
- )
406
- uniform token physics:approximation = "convexHull"
407
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
408
- token visibility = "invisible"
409
- }
410
-
411
- def "PhysMaterial" (
412
- prepend apiSchemas = ["PhysicsMaterialAPI"]
413
- )
414
- {
415
- float physics:dynamicFriction = 0.4
416
- float physics:restitution = 0
417
- float physics:staticFriction = 0.5
418
- }
419
- }
420
-
421
- def Camera "Camera"
422
- {
423
- float2 clippingRange = (0.017843468, 1000)
424
- float focalLength = 35
425
- float horizontalAperture = 36
426
- matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.19611613513818388, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.19611613513818385, 0), (-1.7496960717462624, -3.4925417414008484, 10.754737919128138, 1) )
427
- uniform token[] xformOpOrder = ["xformOp:transform"]
428
- }
429
- }
430
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (-0, -3.4925416927931523, 9.964310086564831)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/steel_drum/simready_usd/steel_drum.usd@
100
+ )
101
+ {
102
+ over "Steel_Drum" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (-2.5178512e-8, 0.00013856908, 0.4418979)
108
+ float3 physics:diagonalInertia = (1.547929, 1.5460854, 0.79563296)
109
+ float physics:mass = 19
110
+ quatf physics:principalAxes = (0.9902765, -0.0007390442, 0.00010503914, 0.139111)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ double3 xformOp:translate = (-2.55262477821816e-11, -9.72153926248609e-8, -0.0010227330492060815)
114
+ }
115
+ }
116
+ }
117
+
118
+ def Xform "Room"
119
+ {
120
+ def Mesh "Bottom" (
121
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
122
+ )
123
+ {
124
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
125
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
126
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
127
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
128
+ bindMaterialAs = "strongerThanDescendants"
129
+ )
130
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
131
+ uniform token physics:approximation = "convexHull"
132
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
133
+ custom bool primvars:doNotCastShadows = 1
134
+
135
+ def Material "_FlatColorMaterial"
136
+ {
137
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
138
+
139
+ def Shader "Shader"
140
+ {
141
+ uniform token info:id = "UsdPreviewSurface"
142
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
143
+ float inputs:metallic = 0
144
+ float inputs:roughness = 1
145
+ color3f inputs:specularColor = (0, 0, 0)
146
+ token outputs:surface
147
+ }
148
+ }
149
+ }
150
+
151
+ def Mesh "Floor" (
152
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
153
+ )
154
+ {
155
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
156
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
157
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
158
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
159
+ bindMaterialAs = "strongerThanDescendants"
160
+ )
161
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
162
+ uniform token physics:approximation = "convexHull"
163
+ bool physics:collisionEnabled = 1
164
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
165
+ custom bool primvars:doNotCastShadows = 1
166
+
167
+ def Material "_FlatColorMaterial"
168
+ {
169
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
170
+
171
+ def Shader "Shader"
172
+ {
173
+ uniform token info:id = "UsdPreviewSurface"
174
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
175
+ float inputs:metallic = 0
176
+ float inputs:roughness = 1
177
+ color3f inputs:specularColor = (0, 0, 0)
178
+ token outputs:surface
179
+ }
180
+ }
181
+ }
182
+
183
+ def Mesh "North" (
184
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
185
+ )
186
+ {
187
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
188
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
189
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
190
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
191
+ bindMaterialAs = "strongerThanDescendants"
192
+ )
193
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
194
+ uniform token physics:approximation = "convexHull"
195
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
196
+ custom bool primvars:doNotCastShadows = 1
197
+
198
+ def Material "_FlatColorMaterial"
199
+ {
200
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
201
+
202
+ def Shader "Shader"
203
+ {
204
+ uniform token info:id = "UsdPreviewSurface"
205
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
206
+ float inputs:metallic = 0
207
+ float inputs:roughness = 1
208
+ color3f inputs:specularColor = (0, 0, 0)
209
+ token outputs:surface
210
+ }
211
+ }
212
+ }
213
+
214
+ def Mesh "South" (
215
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
216
+ )
217
+ {
218
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
219
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
220
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
221
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
222
+ bindMaterialAs = "strongerThanDescendants"
223
+ )
224
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
225
+ uniform token physics:approximation = "convexHull"
226
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
227
+ custom bool primvars:doNotCastShadows = 1
228
+
229
+ def Material "_FlatColorMaterial"
230
+ {
231
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
232
+
233
+ def Shader "Shader"
234
+ {
235
+ uniform token info:id = "UsdPreviewSurface"
236
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
237
+ float inputs:metallic = 0
238
+ float inputs:roughness = 1
239
+ color3f inputs:specularColor = (0, 0, 0)
240
+ token outputs:surface
241
+ }
242
+ }
243
+ }
244
+
245
+ def Mesh "West" (
246
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
247
+ )
248
+ {
249
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
250
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
251
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
252
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
253
+ bindMaterialAs = "strongerThanDescendants"
254
+ )
255
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
256
+ uniform token physics:approximation = "convexHull"
257
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
258
+ custom bool primvars:doNotCastShadows = 1
259
+
260
+ def Material "_FlatColorMaterial"
261
+ {
262
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
263
+
264
+ def Shader "Shader"
265
+ {
266
+ uniform token info:id = "UsdPreviewSurface"
267
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
268
+ float inputs:metallic = 0
269
+ float inputs:roughness = 1
270
+ color3f inputs:specularColor = (0, 0, 0)
271
+ token outputs:surface
272
+ }
273
+ }
274
+ }
275
+
276
+ def Mesh "East" (
277
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
278
+ )
279
+ {
280
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
281
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
282
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
283
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
284
+ bindMaterialAs = "strongerThanDescendants"
285
+ )
286
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
287
+ uniform token physics:approximation = "convexHull"
288
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
289
+ custom bool primvars:doNotCastShadows = 1
290
+
291
+ def Material "_FlatColorMaterial"
292
+ {
293
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
294
+
295
+ def Shader "Shader"
296
+ {
297
+ uniform token info:id = "UsdPreviewSurface"
298
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
299
+ float inputs:metallic = 0
300
+ float inputs:roughness = 1
301
+ color3f inputs:specularColor = (0, 0, 0)
302
+ token outputs:surface
303
+ }
304
+ }
305
+ }
306
+
307
+ def Mesh "Slope" (
308
+ prepend apiSchemas = ["MaterialBindingAPI"]
309
+ )
310
+ {
311
+ float3[] extent = [(-1, -1, -1), (1, 1, 0)]
312
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
313
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
314
+ rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
315
+ bindMaterialAs = "strongerThanDescendants"
316
+ )
317
+ point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
318
+ custom bool primvars:doNotCastShadows = 1
319
+ float xformOp:rotateX = 45
320
+ float xformOp:rotateZ = 180
321
+ float3 xformOp:scale = (50, 7.0559998, 0.088199995)
322
+ double3 xformOp:translate = (0, 0, 4.848225280301602)
323
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
324
+
325
+ def Material "_FlatColorMaterial"
326
+ {
327
+ token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
328
+
329
+ def Shader "Shader"
330
+ {
331
+ uniform token info:id = "UsdPreviewSurface"
332
+ color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
333
+ float inputs:metallic = 0
334
+ float inputs:roughness = 1
335
+ color3f inputs:specularColor = (0, 0, 0)
336
+ token outputs:surface
337
+ }
338
+ }
339
+
340
+ def "PhysMaterial" (
341
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
342
+ )
343
+ {
344
+ float physics:dynamicFriction = 0.4
345
+ float physics:restitution = 0
346
+ float physics:staticFriction = 0.5
347
+ }
348
+ }
349
+
350
+ def Xform "SlopeCollision"
351
+ {
352
+ float xformOp:rotateX = 45
353
+ float xformOp:rotateZ = 180
354
+ double3 xformOp:translate = (0, 0, 4.848225280301602)
355
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
356
+
357
+ def Cube "Box" (
358
+ prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
359
+ )
360
+ {
361
+ rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
362
+ bindMaterialAs = "weakerThanDescendants"
363
+ )
364
+ double size = 1
365
+ token visibility = "invisible"
366
+ float3 xformOp:scale = (100, 14.1119995, 0.088199995)
367
+ double3 xformOp:translate = (0, 0, -0.044099998474121105)
368
+ uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
369
+ }
370
+ }
371
+ }
372
+
373
+ def Xform "Lights"
374
+ {
375
+ def DomeLight "DomeLight_1"
376
+ {
377
+ float inputs:intensity = 1000
378
+ }
379
+ }
380
+
381
+ def PhysicsScene "PhysicsScene" (
382
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
383
+ )
384
+ {
385
+ vector3f physics:gravityDirection = (0, 0, -1)
386
+ float physics:gravityMagnitude = 9.81
387
+ uniform token physxScene:broadphaseType = "GPU"
388
+ bool physxScene:enableEnhancedDeterminism = 0
389
+ bool physxScene:enableGPUDynamics = 1
390
+ bool physxScene:enableStabilization = 1
391
+ uniform token physxScene:solverType = "TGS"
392
+ uint physxScene:timeStepsPerSecond = 240
393
+ }
394
+
395
+ def Xform "GroundPlane"
396
+ {
397
+ def Mesh "CollisionMesh" (
398
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
399
+ )
400
+ {
401
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
402
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
403
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
404
+ bindMaterialAs = "weakerThanDescendants"
405
+ )
406
+ uniform token physics:approximation = "convexHull"
407
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
408
+ token visibility = "invisible"
409
+ }
410
+
411
+ def "PhysMaterial" (
412
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
413
+ )
414
+ {
415
+ float physics:dynamicFriction = 0.4
416
+ float physics:restitution = 0
417
+ float physics:staticFriction = 0.5
418
+ }
419
+ }
420
+
421
+ def Camera "Camera"
422
+ {
423
+ float2 clippingRange = (0.017843468, 1000)
424
+ float focalLength = 35
425
+ float horizontalAperture = 36
426
+ matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.19611613513818388, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.19611613513818385, 0), (-1.7496960717462624, -3.4925417414008484, 10.754737919128138, 1) )
427
+ uniform token[] xformOpOrder = ["xformOp:transform"]
428
+ }
429
+ }
430
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/culling_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,320 +1,320 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Saftey_Helmet"
115
- {
116
- over "helmet_01" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (1, 1, 1)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (1, 1, 1)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (1, 1, 1)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (1, 1, 1)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (1, 1, 1)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DomeLight "DomeLight_1"
305
- {
306
- float inputs:intensity = 1000
307
- }
308
- }
309
-
310
- def Camera "Camera"
311
- {
312
- float2 clippingRange = (0.004545131, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
317
- uniform token[] xformOpOrder = ["xformOp:transform"]
318
- }
319
- }
320
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Saftey_Helmet"
115
+ {
116
+ over "helmet_01" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (1, 1, 1)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (1, 1, 1)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (1, 1, 1)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (1, 1, 1)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (1, 1, 1)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DomeLight "DomeLight_1"
305
+ {
306
+ float inputs:intensity = 1000
307
+ }
308
+ }
309
+
310
+ def Camera "Camera"
311
+ {
312
+ float2 clippingRange = (0.004545131, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/ground_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,367 +1,367 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (0, 0, 0.23555128276348114)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
100
- )
101
- {
102
- over "Saftey_Helmet" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (1.30414985e-8, 0.0065471358, 0.067184635)
108
- float3 physics:diagonalInertia = (0.003046606, 0.0021754531, 0.003730974)
109
- float physics:mass = 0.4
110
- quatf physics:principalAxes = (0.9971321, 0.07568051, -2.5648252e-8, 3.3792855e-7)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- float3 xformOp:scale = (1, 1, 1)
114
- float3 xformOp:translate = (-3.5527137e-15, 1.3969839e-9, -0.001021862)
115
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
- }
117
- }
118
- }
119
-
120
- def Xform "Room"
121
- {
122
- def Mesh "Bottom" (
123
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
- )
125
- {
126
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
- bindMaterialAs = "strongerThanDescendants"
131
- )
132
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
- uniform token physics:approximation = "convexHull"
134
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
- custom bool primvars:doNotCastShadows = 1
136
-
137
- def Material "_FlatColorMaterial"
138
- {
139
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
-
141
- def Shader "Shader"
142
- {
143
- uniform token info:id = "UsdPreviewSurface"
144
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
- float inputs:metallic = 0
146
- float inputs:roughness = 1
147
- color3f inputs:specularColor = (0, 0, 0)
148
- token outputs:surface
149
- }
150
- }
151
- }
152
-
153
- def Mesh "Floor" (
154
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
- )
156
- {
157
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
- bindMaterialAs = "strongerThanDescendants"
162
- )
163
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
- uniform token physics:approximation = "convexHull"
165
- bool physics:collisionEnabled = 1
166
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
- custom bool primvars:doNotCastShadows = 1
168
-
169
- def Material "_FlatColorMaterial"
170
- {
171
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
-
173
- def Shader "Shader"
174
- {
175
- uniform token info:id = "UsdPreviewSurface"
176
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
- float inputs:metallic = 0
178
- float inputs:roughness = 1
179
- color3f inputs:specularColor = (0, 0, 0)
180
- token outputs:surface
181
- }
182
- }
183
- }
184
-
185
- def Mesh "North" (
186
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
- )
188
- {
189
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
- bindMaterialAs = "strongerThanDescendants"
194
- )
195
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
- uniform token physics:approximation = "convexHull"
197
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
- custom bool primvars:doNotCastShadows = 1
199
-
200
- def Material "_FlatColorMaterial"
201
- {
202
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
-
204
- def Shader "Shader"
205
- {
206
- uniform token info:id = "UsdPreviewSurface"
207
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
- float inputs:metallic = 0
209
- float inputs:roughness = 1
210
- color3f inputs:specularColor = (0, 0, 0)
211
- token outputs:surface
212
- }
213
- }
214
- }
215
-
216
- def Mesh "South" (
217
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
- )
219
- {
220
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
- bindMaterialAs = "strongerThanDescendants"
225
- )
226
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
- uniform token physics:approximation = "convexHull"
228
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
- custom bool primvars:doNotCastShadows = 1
230
-
231
- def Material "_FlatColorMaterial"
232
- {
233
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
-
235
- def Shader "Shader"
236
- {
237
- uniform token info:id = "UsdPreviewSurface"
238
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
- float inputs:metallic = 0
240
- float inputs:roughness = 1
241
- color3f inputs:specularColor = (0, 0, 0)
242
- token outputs:surface
243
- }
244
- }
245
- }
246
-
247
- def Mesh "West" (
248
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
- )
250
- {
251
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
- bindMaterialAs = "strongerThanDescendants"
256
- )
257
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
- uniform token physics:approximation = "convexHull"
259
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
- custom bool primvars:doNotCastShadows = 1
261
-
262
- def Material "_FlatColorMaterial"
263
- {
264
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
-
266
- def Shader "Shader"
267
- {
268
- uniform token info:id = "UsdPreviewSurface"
269
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
- float inputs:metallic = 0
271
- float inputs:roughness = 1
272
- color3f inputs:specularColor = (0, 0, 0)
273
- token outputs:surface
274
- }
275
- }
276
- }
277
-
278
- def Mesh "East" (
279
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
- )
281
- {
282
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
- bindMaterialAs = "strongerThanDescendants"
287
- )
288
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
- uniform token physics:approximation = "convexHull"
290
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
- custom bool primvars:doNotCastShadows = 1
292
-
293
- def Material "_FlatColorMaterial"
294
- {
295
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
-
297
- def Shader "Shader"
298
- {
299
- uniform token info:id = "UsdPreviewSurface"
300
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
- float inputs:metallic = 0
302
- float inputs:roughness = 1
303
- color3f inputs:specularColor = (0, 0, 0)
304
- token outputs:surface
305
- }
306
- }
307
- }
308
- }
309
-
310
- def Xform "Lights"
311
- {
312
- def DomeLight "DomeLight_1"
313
- {
314
- float inputs:intensity = 1000
315
- }
316
- }
317
-
318
- def PhysicsScene "PhysicsScene" (
319
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
320
- )
321
- {
322
- vector3f physics:gravityDirection = (0, 0, -1)
323
- float physics:gravityMagnitude = 9.81
324
- uniform token physxScene:broadphaseType = "GPU"
325
- bool physxScene:enableEnhancedDeterminism = 0
326
- bool physxScene:enableGPUDynamics = 1
327
- bool physxScene:enableStabilization = 1
328
- uniform token physxScene:solverType = "TGS"
329
- uint physxScene:timeStepsPerSecond = 240
330
- }
331
-
332
- def Xform "GroundPlane"
333
- {
334
- def Mesh "CollisionMesh" (
335
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
336
- )
337
- {
338
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
339
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
340
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
341
- bindMaterialAs = "weakerThanDescendants"
342
- )
343
- uniform token physics:approximation = "convexHull"
344
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
345
- token visibility = "invisible"
346
- }
347
-
348
- def "PhysMaterial" (
349
- prepend apiSchemas = ["PhysicsMaterialAPI"]
350
- )
351
- {
352
- float physics:dynamicFriction = 0.4
353
- float physics:restitution = 0
354
- float physics:staticFriction = 0.5
355
- }
356
- }
357
-
358
- def Camera "Camera"
359
- {
360
- float2 clippingRange = (0.0057405955, 1000)
361
- float focalLength = 35
362
- float horizontalAperture = 36
363
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.18255057792493293, 0.4868015418316513, 0.5569582165695398, 1) )
364
- uniform token[] xformOpOrder = ["xformOp:transform"]
365
- }
366
- }
367
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (0, 0, 0.23555128276348114)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
100
+ )
101
+ {
102
+ over "Saftey_Helmet" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (1.30414985e-8, 0.0065471358, 0.067184635)
108
+ float3 physics:diagonalInertia = (0.003046606, 0.0021754531, 0.003730974)
109
+ float physics:mass = 0.4
110
+ quatf physics:principalAxes = (0.9971321, 0.07568051, -2.5648252e-8, 3.3792855e-7)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ float3 xformOp:scale = (1, 1, 1)
114
+ float3 xformOp:translate = (-3.5527137e-15, 1.3969839e-9, -0.001021862)
115
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
+ }
117
+ }
118
+ }
119
+
120
+ def Xform "Room"
121
+ {
122
+ def Mesh "Bottom" (
123
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
+ )
125
+ {
126
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
+ bindMaterialAs = "strongerThanDescendants"
131
+ )
132
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
+ uniform token physics:approximation = "convexHull"
134
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
+ custom bool primvars:doNotCastShadows = 1
136
+
137
+ def Material "_FlatColorMaterial"
138
+ {
139
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
+
141
+ def Shader "Shader"
142
+ {
143
+ uniform token info:id = "UsdPreviewSurface"
144
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
+ float inputs:metallic = 0
146
+ float inputs:roughness = 1
147
+ color3f inputs:specularColor = (0, 0, 0)
148
+ token outputs:surface
149
+ }
150
+ }
151
+ }
152
+
153
+ def Mesh "Floor" (
154
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
+ )
156
+ {
157
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
+ bindMaterialAs = "strongerThanDescendants"
162
+ )
163
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
+ uniform token physics:approximation = "convexHull"
165
+ bool physics:collisionEnabled = 1
166
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
+ custom bool primvars:doNotCastShadows = 1
168
+
169
+ def Material "_FlatColorMaterial"
170
+ {
171
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
+
173
+ def Shader "Shader"
174
+ {
175
+ uniform token info:id = "UsdPreviewSurface"
176
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
+ float inputs:metallic = 0
178
+ float inputs:roughness = 1
179
+ color3f inputs:specularColor = (0, 0, 0)
180
+ token outputs:surface
181
+ }
182
+ }
183
+ }
184
+
185
+ def Mesh "North" (
186
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
+ )
188
+ {
189
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
+ bindMaterialAs = "strongerThanDescendants"
194
+ )
195
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
+ uniform token physics:approximation = "convexHull"
197
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
+ custom bool primvars:doNotCastShadows = 1
199
+
200
+ def Material "_FlatColorMaterial"
201
+ {
202
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
+
204
+ def Shader "Shader"
205
+ {
206
+ uniform token info:id = "UsdPreviewSurface"
207
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
+ float inputs:metallic = 0
209
+ float inputs:roughness = 1
210
+ color3f inputs:specularColor = (0, 0, 0)
211
+ token outputs:surface
212
+ }
213
+ }
214
+ }
215
+
216
+ def Mesh "South" (
217
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
+ )
219
+ {
220
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
+ bindMaterialAs = "strongerThanDescendants"
225
+ )
226
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
+ uniform token physics:approximation = "convexHull"
228
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
+ custom bool primvars:doNotCastShadows = 1
230
+
231
+ def Material "_FlatColorMaterial"
232
+ {
233
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
+
235
+ def Shader "Shader"
236
+ {
237
+ uniform token info:id = "UsdPreviewSurface"
238
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
+ float inputs:metallic = 0
240
+ float inputs:roughness = 1
241
+ color3f inputs:specularColor = (0, 0, 0)
242
+ token outputs:surface
243
+ }
244
+ }
245
+ }
246
+
247
+ def Mesh "West" (
248
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
+ )
250
+ {
251
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
+ bindMaterialAs = "strongerThanDescendants"
256
+ )
257
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
+ uniform token physics:approximation = "convexHull"
259
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
+ custom bool primvars:doNotCastShadows = 1
261
+
262
+ def Material "_FlatColorMaterial"
263
+ {
264
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
+
266
+ def Shader "Shader"
267
+ {
268
+ uniform token info:id = "UsdPreviewSurface"
269
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
+ float inputs:metallic = 0
271
+ float inputs:roughness = 1
272
+ color3f inputs:specularColor = (0, 0, 0)
273
+ token outputs:surface
274
+ }
275
+ }
276
+ }
277
+
278
+ def Mesh "East" (
279
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
+ )
281
+ {
282
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
+ bindMaterialAs = "strongerThanDescendants"
287
+ )
288
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
+ uniform token physics:approximation = "convexHull"
290
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
+ custom bool primvars:doNotCastShadows = 1
292
+
293
+ def Material "_FlatColorMaterial"
294
+ {
295
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
+
297
+ def Shader "Shader"
298
+ {
299
+ uniform token info:id = "UsdPreviewSurface"
300
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
+ float inputs:metallic = 0
302
+ float inputs:roughness = 1
303
+ color3f inputs:specularColor = (0, 0, 0)
304
+ token outputs:surface
305
+ }
306
+ }
307
+ }
308
+ }
309
+
310
+ def Xform "Lights"
311
+ {
312
+ def DomeLight "DomeLight_1"
313
+ {
314
+ float inputs:intensity = 1000
315
+ }
316
+ }
317
+
318
+ def PhysicsScene "PhysicsScene" (
319
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
320
+ )
321
+ {
322
+ vector3f physics:gravityDirection = (0, 0, -1)
323
+ float physics:gravityMagnitude = 9.81
324
+ uniform token physxScene:broadphaseType = "GPU"
325
+ bool physxScene:enableEnhancedDeterminism = 0
326
+ bool physxScene:enableGPUDynamics = 1
327
+ bool physxScene:enableStabilization = 1
328
+ uniform token physxScene:solverType = "TGS"
329
+ uint physxScene:timeStepsPerSecond = 240
330
+ }
331
+
332
+ def Xform "GroundPlane"
333
+ {
334
+ def Mesh "CollisionMesh" (
335
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
336
+ )
337
+ {
338
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
339
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
340
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
341
+ bindMaterialAs = "weakerThanDescendants"
342
+ )
343
+ uniform token physics:approximation = "convexHull"
344
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
345
+ token visibility = "invisible"
346
+ }
347
+
348
+ def "PhysMaterial" (
349
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
350
+ )
351
+ {
352
+ float physics:dynamicFriction = 0.4
353
+ float physics:restitution = 0
354
+ float physics:staticFriction = 0.5
355
+ }
356
+ }
357
+
358
+ def Camera "Camera"
359
+ {
360
+ float2 clippingRange = (0.0057405955, 1000)
361
+ float focalLength = 35
362
+ float horizontalAperture = 36
363
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.18255057792493293, 0.4868015418316513, 0.5569582165695398, 1) )
364
+ uniform token[] xformOpOrder = ["xformOp:transform"]
365
+ }
366
+ }
367
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/light_response/isaac_sim/test_scene.usda CHANGED
@@ -1,328 +1,328 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Saftey_Helmet"
115
- {
116
- over "helmet_01" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (0, 0, 0)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (0, 0, 0)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (0, 0, 0)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (0, 0, 0)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (0, 0, 0)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DistantLight "DistantLight_1"
305
- {
306
- float inputs:angle = 1
307
- float inputs:intensity = 3000
308
- float3 xformOp:rotateXYZ = (45, 0, 90)
309
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
310
- }
311
-
312
- def DomeLight "DomeLight_2"
313
- {
314
- float inputs:intensity = 150
315
- }
316
- }
317
-
318
- def Camera "Camera"
319
- {
320
- float2 clippingRange = (0.004545131, 10000)
321
- float focalLength = 35
322
- float horizontalAperture = 36
323
- float verticalAperture = 36
324
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
325
- uniform token[] xformOpOrder = ["xformOp:transform"]
326
- }
327
- }
328
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Saftey_Helmet"
115
+ {
116
+ over "helmet_01" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (0, 0, 0)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (0, 0, 0)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (0, 0, 0)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (0, 0, 0)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (0, 0, 0)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DistantLight "DistantLight_1"
305
+ {
306
+ float inputs:angle = 1
307
+ float inputs:intensity = 3000
308
+ float3 xformOp:rotateXYZ = (45, 0, 90)
309
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
310
+ }
311
+
312
+ def DomeLight "DomeLight_2"
313
+ {
314
+ float inputs:intensity = 150
315
+ }
316
+ }
317
+
318
+ def Camera "Camera"
319
+ {
320
+ float2 clippingRange = (0.004545131, 10000)
321
+ float focalLength = 35
322
+ float horizontalAperture = 36
323
+ float verticalAperture = 36
324
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
325
+ uniform token[] xformOpOrder = ["xformOp:transform"]
326
+ }
327
+ }
328
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.004545131, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.004545131, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/normals_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,322 +1,322 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Saftey_Helmet"
115
- {
116
- over "helmet_01" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- uniform bool doubleSided = 1
121
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
122
- bindMaterialAs = "strongerThanDescendants"
123
- )
124
- rel material:binding:physics = None
125
- custom bool singleSided = 0
126
- }
127
- }
128
- }
129
- }
130
-
131
- def Xform "Room"
132
- {
133
- def Mesh "Bottom" (
134
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
135
- )
136
- {
137
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
138
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
139
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
140
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
141
- bindMaterialAs = "strongerThanDescendants"
142
- )
143
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
144
- uniform token physics:approximation = "convexHull"
145
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
146
- custom bool primvars:doNotCastShadows = 1
147
-
148
- def Material "_FlatColorMaterial"
149
- {
150
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
151
-
152
- def Shader "Shader"
153
- {
154
- uniform token info:id = "UsdPreviewSurface"
155
- color3f inputs:diffuseColor = (1, 1, 1)
156
- float inputs:metallic = 0
157
- float inputs:roughness = 1
158
- color3f inputs:specularColor = (0, 0, 0)
159
- token outputs:surface
160
- }
161
- }
162
- }
163
-
164
- def Mesh "Floor" (
165
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
166
- )
167
- {
168
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
169
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
170
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
171
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
172
- uniform token physics:approximation = "convexHull"
173
- bool physics:collisionEnabled = 0
174
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
175
- custom bool primvars:doNotCastShadows = 1
176
- token visibility = "invisible"
177
- }
178
-
179
- def Mesh "North" (
180
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
181
- )
182
- {
183
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
184
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
185
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
186
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
187
- bindMaterialAs = "strongerThanDescendants"
188
- )
189
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
190
- uniform token physics:approximation = "convexHull"
191
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
192
- custom bool primvars:doNotCastShadows = 1
193
-
194
- def Material "_FlatColorMaterial"
195
- {
196
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
197
-
198
- def Shader "Shader"
199
- {
200
- uniform token info:id = "UsdPreviewSurface"
201
- color3f inputs:diffuseColor = (1, 1, 1)
202
- float inputs:metallic = 0
203
- float inputs:roughness = 1
204
- color3f inputs:specularColor = (0, 0, 0)
205
- token outputs:surface
206
- }
207
- }
208
- }
209
-
210
- def Mesh "South" (
211
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
212
- )
213
- {
214
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
215
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
216
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
217
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
218
- bindMaterialAs = "strongerThanDescendants"
219
- )
220
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
221
- uniform token physics:approximation = "convexHull"
222
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
223
- custom bool primvars:doNotCastShadows = 1
224
-
225
- def Material "_FlatColorMaterial"
226
- {
227
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
228
-
229
- def Shader "Shader"
230
- {
231
- uniform token info:id = "UsdPreviewSurface"
232
- color3f inputs:diffuseColor = (1, 1, 1)
233
- float inputs:metallic = 0
234
- float inputs:roughness = 1
235
- color3f inputs:specularColor = (0, 0, 0)
236
- token outputs:surface
237
- }
238
- }
239
- }
240
-
241
- def Mesh "West" (
242
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
243
- )
244
- {
245
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
246
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
247
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
248
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
249
- bindMaterialAs = "strongerThanDescendants"
250
- )
251
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
252
- uniform token physics:approximation = "convexHull"
253
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
254
- custom bool primvars:doNotCastShadows = 1
255
-
256
- def Material "_FlatColorMaterial"
257
- {
258
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
259
-
260
- def Shader "Shader"
261
- {
262
- uniform token info:id = "UsdPreviewSurface"
263
- color3f inputs:diffuseColor = (1, 1, 1)
264
- float inputs:metallic = 0
265
- float inputs:roughness = 1
266
- color3f inputs:specularColor = (0, 0, 0)
267
- token outputs:surface
268
- }
269
- }
270
- }
271
-
272
- def Mesh "East" (
273
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
274
- )
275
- {
276
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
277
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
278
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
279
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
280
- bindMaterialAs = "strongerThanDescendants"
281
- )
282
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
283
- uniform token physics:approximation = "convexHull"
284
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
285
- custom bool primvars:doNotCastShadows = 1
286
-
287
- def Material "_FlatColorMaterial"
288
- {
289
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
290
-
291
- def Shader "Shader"
292
- {
293
- uniform token info:id = "UsdPreviewSurface"
294
- color3f inputs:diffuseColor = (1, 1, 1)
295
- float inputs:metallic = 0
296
- float inputs:roughness = 1
297
- color3f inputs:specularColor = (0, 0, 0)
298
- token outputs:surface
299
- }
300
- }
301
- }
302
- }
303
-
304
- def Xform "Lights"
305
- {
306
- def DomeLight "DomeLight_1"
307
- {
308
- float inputs:intensity = 2000
309
- }
310
- }
311
-
312
- def Camera "Camera"
313
- {
314
- float2 clippingRange = (0.004545131, 10000)
315
- float focalLength = 35
316
- float horizontalAperture = 36
317
- float verticalAperture = 36
318
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
319
- uniform token[] xformOpOrder = ["xformOp:transform"]
320
- }
321
- }
322
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Saftey_Helmet"
115
+ {
116
+ over "helmet_01" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ uniform bool doubleSided = 1
121
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
122
+ bindMaterialAs = "strongerThanDescendants"
123
+ )
124
+ rel material:binding:physics = None
125
+ custom bool singleSided = 0
126
+ }
127
+ }
128
+ }
129
+ }
130
+
131
+ def Xform "Room"
132
+ {
133
+ def Mesh "Bottom" (
134
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
135
+ )
136
+ {
137
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
138
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
139
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
140
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
141
+ bindMaterialAs = "strongerThanDescendants"
142
+ )
143
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
144
+ uniform token physics:approximation = "convexHull"
145
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+
148
+ def Material "_FlatColorMaterial"
149
+ {
150
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
151
+
152
+ def Shader "Shader"
153
+ {
154
+ uniform token info:id = "UsdPreviewSurface"
155
+ color3f inputs:diffuseColor = (1, 1, 1)
156
+ float inputs:metallic = 0
157
+ float inputs:roughness = 1
158
+ color3f inputs:specularColor = (0, 0, 0)
159
+ token outputs:surface
160
+ }
161
+ }
162
+ }
163
+
164
+ def Mesh "Floor" (
165
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
166
+ )
167
+ {
168
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
169
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
170
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
171
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
172
+ uniform token physics:approximation = "convexHull"
173
+ bool physics:collisionEnabled = 0
174
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
175
+ custom bool primvars:doNotCastShadows = 1
176
+ token visibility = "invisible"
177
+ }
178
+
179
+ def Mesh "North" (
180
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
181
+ )
182
+ {
183
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
184
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
185
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
186
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
187
+ bindMaterialAs = "strongerThanDescendants"
188
+ )
189
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
190
+ uniform token physics:approximation = "convexHull"
191
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
192
+ custom bool primvars:doNotCastShadows = 1
193
+
194
+ def Material "_FlatColorMaterial"
195
+ {
196
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
197
+
198
+ def Shader "Shader"
199
+ {
200
+ uniform token info:id = "UsdPreviewSurface"
201
+ color3f inputs:diffuseColor = (1, 1, 1)
202
+ float inputs:metallic = 0
203
+ float inputs:roughness = 1
204
+ color3f inputs:specularColor = (0, 0, 0)
205
+ token outputs:surface
206
+ }
207
+ }
208
+ }
209
+
210
+ def Mesh "South" (
211
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
212
+ )
213
+ {
214
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
215
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
216
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
217
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
218
+ bindMaterialAs = "strongerThanDescendants"
219
+ )
220
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
221
+ uniform token physics:approximation = "convexHull"
222
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
223
+ custom bool primvars:doNotCastShadows = 1
224
+
225
+ def Material "_FlatColorMaterial"
226
+ {
227
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
228
+
229
+ def Shader "Shader"
230
+ {
231
+ uniform token info:id = "UsdPreviewSurface"
232
+ color3f inputs:diffuseColor = (1, 1, 1)
233
+ float inputs:metallic = 0
234
+ float inputs:roughness = 1
235
+ color3f inputs:specularColor = (0, 0, 0)
236
+ token outputs:surface
237
+ }
238
+ }
239
+ }
240
+
241
+ def Mesh "West" (
242
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
243
+ )
244
+ {
245
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
246
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
247
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
248
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
249
+ bindMaterialAs = "strongerThanDescendants"
250
+ )
251
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
252
+ uniform token physics:approximation = "convexHull"
253
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
254
+ custom bool primvars:doNotCastShadows = 1
255
+
256
+ def Material "_FlatColorMaterial"
257
+ {
258
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
259
+
260
+ def Shader "Shader"
261
+ {
262
+ uniform token info:id = "UsdPreviewSurface"
263
+ color3f inputs:diffuseColor = (1, 1, 1)
264
+ float inputs:metallic = 0
265
+ float inputs:roughness = 1
266
+ color3f inputs:specularColor = (0, 0, 0)
267
+ token outputs:surface
268
+ }
269
+ }
270
+ }
271
+
272
+ def Mesh "East" (
273
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
274
+ )
275
+ {
276
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
277
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
278
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
279
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
280
+ bindMaterialAs = "strongerThanDescendants"
281
+ )
282
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
283
+ uniform token physics:approximation = "convexHull"
284
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
285
+ custom bool primvars:doNotCastShadows = 1
286
+
287
+ def Material "_FlatColorMaterial"
288
+ {
289
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
290
+
291
+ def Shader "Shader"
292
+ {
293
+ uniform token info:id = "UsdPreviewSurface"
294
+ color3f inputs:diffuseColor = (1, 1, 1)
295
+ float inputs:metallic = 0
296
+ float inputs:roughness = 1
297
+ color3f inputs:specularColor = (0, 0, 0)
298
+ token outputs:surface
299
+ }
300
+ }
301
+ }
302
+ }
303
+
304
+ def Xform "Lights"
305
+ {
306
+ def DomeLight "DomeLight_1"
307
+ {
308
+ float inputs:intensity = 2000
309
+ }
310
+ }
311
+
312
+ def Camera "Camera"
313
+ {
314
+ float2 clippingRange = (0.004545131, 10000)
315
+ float focalLength = 35
316
+ float horizontalAperture = 36
317
+ float verticalAperture = 36
318
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
319
+ uniform token[] xformOpOrder = ["xformOp:transform"]
320
+ }
321
+ }
322
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/pivot/isaac_sim/test_scene.usda CHANGED
@@ -1,255 +1,255 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Saftey_Helmet"
115
- {
116
- over "helmet_01" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
139
- uniform token physics:approximation = "convexHull"
140
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
141
- custom bool primvars:doNotCastShadows = 1
142
- }
143
-
144
- def Mesh "Floor" (
145
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
146
- )
147
- {
148
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
149
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
150
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
151
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
152
- bindMaterialAs = "strongerThanDescendants"
153
- )
154
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
155
- uniform token physics:approximation = "convexHull"
156
- bool physics:collisionEnabled = 1
157
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
158
- custom bool primvars:doNotCastShadows = 1
159
-
160
- def Material "_FlatColorMaterial"
161
- {
162
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
163
-
164
- def Shader "Shader"
165
- {
166
- uniform token info:id = "UsdPreviewSurface"
167
- color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
168
- float inputs:metallic = 0
169
- float inputs:roughness = 1
170
- color3f inputs:specularColor = (0, 0, 0)
171
- token outputs:surface
172
- }
173
- }
174
- }
175
-
176
- def Mesh "North" (
177
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
178
- )
179
- {
180
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
181
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
182
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
183
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
184
- uniform token physics:approximation = "convexHull"
185
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
186
- custom bool primvars:doNotCastShadows = 1
187
- }
188
-
189
- def Mesh "South" (
190
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
191
- )
192
- {
193
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
194
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
195
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
196
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
197
- uniform token physics:approximation = "convexHull"
198
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
199
- custom bool primvars:doNotCastShadows = 1
200
- }
201
-
202
- def Mesh "West" (
203
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
204
- )
205
- {
206
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
207
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
208
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
209
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
210
- uniform token physics:approximation = "convexHull"
211
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
212
- custom bool primvars:doNotCastShadows = 1
213
- }
214
-
215
- def Mesh "East" (
216
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
217
- )
218
- {
219
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
220
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
221
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
222
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
- }
227
- }
228
-
229
- def Xform "Lights"
230
- {
231
- def DistantLight "DistantLight_1"
232
- {
233
- float inputs:angle = 1
234
- float inputs:intensity = 3000
235
- float3 xformOp:rotateXYZ = (45, 0, 90)
236
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
237
- }
238
-
239
- def DomeLight "DomeLight_2"
240
- {
241
- float inputs:intensity = 150
242
- }
243
- }
244
-
245
- def Camera "Camera"
246
- {
247
- float2 clippingRange = (0.004545131, 10000)
248
- float focalLength = 35
249
- float horizontalAperture = 36
250
- float verticalAperture = 36
251
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
252
- uniform token[] xformOpOrder = ["xformOp:transform"]
253
- }
254
- }
255
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Saftey_Helmet"
115
+ {
116
+ over "helmet_01" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
139
+ uniform token physics:approximation = "convexHull"
140
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
141
+ custom bool primvars:doNotCastShadows = 1
142
+ }
143
+
144
+ def Mesh "Floor" (
145
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
146
+ )
147
+ {
148
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
149
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
150
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
151
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
152
+ bindMaterialAs = "strongerThanDescendants"
153
+ )
154
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
155
+ uniform token physics:approximation = "convexHull"
156
+ bool physics:collisionEnabled = 1
157
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
158
+ custom bool primvars:doNotCastShadows = 1
159
+
160
+ def Material "_FlatColorMaterial"
161
+ {
162
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
163
+
164
+ def Shader "Shader"
165
+ {
166
+ uniform token info:id = "UsdPreviewSurface"
167
+ color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
168
+ float inputs:metallic = 0
169
+ float inputs:roughness = 1
170
+ color3f inputs:specularColor = (0, 0, 0)
171
+ token outputs:surface
172
+ }
173
+ }
174
+ }
175
+
176
+ def Mesh "North" (
177
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
178
+ )
179
+ {
180
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
181
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
182
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
183
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
184
+ uniform token physics:approximation = "convexHull"
185
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
186
+ custom bool primvars:doNotCastShadows = 1
187
+ }
188
+
189
+ def Mesh "South" (
190
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
191
+ )
192
+ {
193
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
194
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
195
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
196
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
197
+ uniform token physics:approximation = "convexHull"
198
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
199
+ custom bool primvars:doNotCastShadows = 1
200
+ }
201
+
202
+ def Mesh "West" (
203
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
204
+ )
205
+ {
206
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
207
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
208
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
209
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
210
+ uniform token physics:approximation = "convexHull"
211
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
212
+ custom bool primvars:doNotCastShadows = 1
213
+ }
214
+
215
+ def Mesh "East" (
216
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
217
+ )
218
+ {
219
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
220
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
221
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
222
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+ }
227
+ }
228
+
229
+ def Xform "Lights"
230
+ {
231
+ def DistantLight "DistantLight_1"
232
+ {
233
+ float inputs:angle = 1
234
+ float inputs:intensity = 3000
235
+ float3 xformOp:rotateXYZ = (45, 0, 90)
236
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
237
+ }
238
+
239
+ def DomeLight "DomeLight_2"
240
+ {
241
+ float inputs:intensity = 150
242
+ }
243
+ }
244
+
245
+ def Camera "Camera"
246
+ {
247
+ float2 clippingRange = (0.004545131, 10000)
248
+ float focalLength = 35
249
+ float horizontalAperture = 36
250
+ float verticalAperture = 36
251
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
252
+ uniform token[] xformOpOrder = ["xformOp:transform"]
253
+ }
254
+ }
255
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/presence/isaac_sim/test_scene.usda CHANGED
@@ -1,320 +1,320 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Saftey_Helmet"
115
- {
116
- over "helmet_01" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (1, 1, 1)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (1, 1, 1)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (1, 1, 1)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (1, 1, 1)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (1, 1, 1)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DomeLight "DomeLight_1"
305
- {
306
- float inputs:intensity = 1000
307
- }
308
- }
309
-
310
- def Camera "Camera"
311
- {
312
- float2 clippingRange = (0.004545131, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
317
- uniform token[] xformOpOrder = ["xformOp:transform"]
318
- }
319
- }
320
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Saftey_Helmet"
115
+ {
116
+ over "helmet_01" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (1, 1, 1)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (1, 1, 1)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (1, 1, 1)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (1, 1, 1)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (1, 1, 1)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DomeLight "DomeLight_1"
305
+ {
306
+ float inputs:intensity = 1000
307
+ }
308
+ }
309
+
310
+ def Camera "Camera"
311
+ {
312
+ float2 clippingRange = (0.004545131, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.004545131, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.004545131, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda CHANGED
@@ -1,293 +1,293 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
97
- )
98
- {
99
- }
100
- }
101
-
102
- def Xform "Room"
103
- {
104
- def Mesh "Bottom" (
105
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
- )
107
- {
108
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
- bindMaterialAs = "strongerThanDescendants"
113
- )
114
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
- uniform token physics:approximation = "convexHull"
116
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
- custom bool primvars:doNotCastShadows = 1
118
-
119
- def Material "_FlatColorMaterial"
120
- {
121
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
-
123
- def Shader "Shader"
124
- {
125
- uniform token info:id = "UsdPreviewSurface"
126
- color3f inputs:diffuseColor = (1, 1, 1)
127
- float inputs:metallic = 0
128
- float inputs:roughness = 1
129
- color3f inputs:specularColor = (0, 0, 0)
130
- token outputs:surface
131
- }
132
- }
133
- }
134
-
135
- def Mesh "Floor" (
136
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
- )
138
- {
139
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
- uniform token physics:approximation = "convexHull"
144
- bool physics:collisionEnabled = 0
145
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
- custom bool primvars:doNotCastShadows = 1
147
- token visibility = "invisible"
148
- }
149
-
150
- def Mesh "North" (
151
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
- )
153
- {
154
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
- bindMaterialAs = "strongerThanDescendants"
159
- )
160
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
- uniform token physics:approximation = "convexHull"
162
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
- custom bool primvars:doNotCastShadows = 1
164
-
165
- def Material "_FlatColorMaterial"
166
- {
167
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
-
169
- def Shader "Shader"
170
- {
171
- uniform token info:id = "UsdPreviewSurface"
172
- color3f inputs:diffuseColor = (1, 1, 1)
173
- float inputs:metallic = 0
174
- float inputs:roughness = 1
175
- color3f inputs:specularColor = (0, 0, 0)
176
- token outputs:surface
177
- }
178
- }
179
- }
180
-
181
- def Mesh "South" (
182
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
- )
184
- {
185
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
- bindMaterialAs = "strongerThanDescendants"
190
- )
191
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
- uniform token physics:approximation = "convexHull"
193
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
- custom bool primvars:doNotCastShadows = 1
195
-
196
- def Material "_FlatColorMaterial"
197
- {
198
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
-
200
- def Shader "Shader"
201
- {
202
- uniform token info:id = "UsdPreviewSurface"
203
- color3f inputs:diffuseColor = (1, 1, 1)
204
- float inputs:metallic = 0
205
- float inputs:roughness = 1
206
- color3f inputs:specularColor = (0, 0, 0)
207
- token outputs:surface
208
- }
209
- }
210
- }
211
-
212
- def Mesh "West" (
213
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
- )
215
- {
216
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
- bindMaterialAs = "strongerThanDescendants"
221
- )
222
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
-
227
- def Material "_FlatColorMaterial"
228
- {
229
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
-
231
- def Shader "Shader"
232
- {
233
- uniform token info:id = "UsdPreviewSurface"
234
- color3f inputs:diffuseColor = (1, 1, 1)
235
- float inputs:metallic = 0
236
- float inputs:roughness = 1
237
- color3f inputs:specularColor = (0, 0, 0)
238
- token outputs:surface
239
- }
240
- }
241
- }
242
-
243
- def Mesh "East" (
244
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
- )
246
- {
247
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
- bindMaterialAs = "strongerThanDescendants"
252
- )
253
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
- uniform token physics:approximation = "convexHull"
255
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
- custom bool primvars:doNotCastShadows = 1
257
-
258
- def Material "_FlatColorMaterial"
259
- {
260
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
-
262
- def Shader "Shader"
263
- {
264
- uniform token info:id = "UsdPreviewSurface"
265
- color3f inputs:diffuseColor = (1, 1, 1)
266
- float inputs:metallic = 0
267
- float inputs:roughness = 1
268
- color3f inputs:specularColor = (0, 0, 0)
269
- token outputs:surface
270
- }
271
- }
272
- }
273
- }
274
-
275
- def Xform "Lights"
276
- {
277
- def DomeLight "DomeLight_1"
278
- {
279
- float inputs:intensity = 1000
280
- }
281
- }
282
-
283
- def Camera "Camera"
284
- {
285
- float2 clippingRange = (0.004545131, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
290
- uniform token[] xformOpOrder = ["xformOp:transform"]
291
- }
292
- }
293
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
97
+ )
98
+ {
99
+ }
100
+ }
101
+
102
+ def Xform "Room"
103
+ {
104
+ def Mesh "Bottom" (
105
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
+ )
107
+ {
108
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
+ bindMaterialAs = "strongerThanDescendants"
113
+ )
114
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
+ uniform token physics:approximation = "convexHull"
116
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
+ custom bool primvars:doNotCastShadows = 1
118
+
119
+ def Material "_FlatColorMaterial"
120
+ {
121
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
+
123
+ def Shader "Shader"
124
+ {
125
+ uniform token info:id = "UsdPreviewSurface"
126
+ color3f inputs:diffuseColor = (1, 1, 1)
127
+ float inputs:metallic = 0
128
+ float inputs:roughness = 1
129
+ color3f inputs:specularColor = (0, 0, 0)
130
+ token outputs:surface
131
+ }
132
+ }
133
+ }
134
+
135
+ def Mesh "Floor" (
136
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
+ )
138
+ {
139
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
+ uniform token physics:approximation = "convexHull"
144
+ bool physics:collisionEnabled = 0
145
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+ token visibility = "invisible"
148
+ }
149
+
150
+ def Mesh "North" (
151
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
+ )
153
+ {
154
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
+ bindMaterialAs = "strongerThanDescendants"
159
+ )
160
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
+ uniform token physics:approximation = "convexHull"
162
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
+ custom bool primvars:doNotCastShadows = 1
164
+
165
+ def Material "_FlatColorMaterial"
166
+ {
167
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
+
169
+ def Shader "Shader"
170
+ {
171
+ uniform token info:id = "UsdPreviewSurface"
172
+ color3f inputs:diffuseColor = (1, 1, 1)
173
+ float inputs:metallic = 0
174
+ float inputs:roughness = 1
175
+ color3f inputs:specularColor = (0, 0, 0)
176
+ token outputs:surface
177
+ }
178
+ }
179
+ }
180
+
181
+ def Mesh "South" (
182
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
+ )
184
+ {
185
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
+ bindMaterialAs = "strongerThanDescendants"
190
+ )
191
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
+ uniform token physics:approximation = "convexHull"
193
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
+ custom bool primvars:doNotCastShadows = 1
195
+
196
+ def Material "_FlatColorMaterial"
197
+ {
198
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
+
200
+ def Shader "Shader"
201
+ {
202
+ uniform token info:id = "UsdPreviewSurface"
203
+ color3f inputs:diffuseColor = (1, 1, 1)
204
+ float inputs:metallic = 0
205
+ float inputs:roughness = 1
206
+ color3f inputs:specularColor = (0, 0, 0)
207
+ token outputs:surface
208
+ }
209
+ }
210
+ }
211
+
212
+ def Mesh "West" (
213
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
+ )
215
+ {
216
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
+ bindMaterialAs = "strongerThanDescendants"
221
+ )
222
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+
227
+ def Material "_FlatColorMaterial"
228
+ {
229
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
+
231
+ def Shader "Shader"
232
+ {
233
+ uniform token info:id = "UsdPreviewSurface"
234
+ color3f inputs:diffuseColor = (1, 1, 1)
235
+ float inputs:metallic = 0
236
+ float inputs:roughness = 1
237
+ color3f inputs:specularColor = (0, 0, 0)
238
+ token outputs:surface
239
+ }
240
+ }
241
+ }
242
+
243
+ def Mesh "East" (
244
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
+ )
246
+ {
247
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
+ bindMaterialAs = "strongerThanDescendants"
252
+ )
253
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
+ uniform token physics:approximation = "convexHull"
255
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
+ custom bool primvars:doNotCastShadows = 1
257
+
258
+ def Material "_FlatColorMaterial"
259
+ {
260
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
+
262
+ def Shader "Shader"
263
+ {
264
+ uniform token info:id = "UsdPreviewSurface"
265
+ color3f inputs:diffuseColor = (1, 1, 1)
266
+ float inputs:metallic = 0
267
+ float inputs:roughness = 1
268
+ color3f inputs:specularColor = (0, 0, 0)
269
+ token outputs:surface
270
+ }
271
+ }
272
+ }
273
+ }
274
+
275
+ def Xform "Lights"
276
+ {
277
+ def DomeLight "DomeLight_1"
278
+ {
279
+ float inputs:intensity = 1000
280
+ }
281
+ }
282
+
283
+ def Camera "Camera"
284
+ {
285
+ float2 clippingRange = (0.004545131, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169287, -0.3970027772845144, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254407, -0), (0.14453488678591156, 0.3854263647624309, 0.2712302766357091, 1) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/5915c44ffa7e/.simready/runtime/slope_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,432 +1,432 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (-0, -1.124922415793788, 3.0640948965825463)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/saftey_helmet/simready_usd/saftey_helmet.usd@
100
- )
101
- {
102
- over "Saftey_Helmet" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (1.30414985e-8, 0.0065471358, 0.067184635)
108
- float3 physics:diagonalInertia = (0.003046606, 0.0021754531, 0.003730974)
109
- float physics:mass = 0.4
110
- quatf physics:principalAxes = (0.9971321, 0.07568051, -2.5648252e-8, 3.3792855e-7)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- float3 xformOp:scale = (1, 1, 1)
114
- float3 xformOp:translate = (-3.5527137e-15, 2.1041286e-8, -0.0010219767)
115
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
- }
117
- }
118
- }
119
-
120
- def Xform "Room"
121
- {
122
- def Mesh "Bottom" (
123
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
- )
125
- {
126
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
- bindMaterialAs = "strongerThanDescendants"
131
- )
132
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
- uniform token physics:approximation = "convexHull"
134
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
- custom bool primvars:doNotCastShadows = 1
136
-
137
- def Material "_FlatColorMaterial"
138
- {
139
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
-
141
- def Shader "Shader"
142
- {
143
- uniform token info:id = "UsdPreviewSurface"
144
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
- float inputs:metallic = 0
146
- float inputs:roughness = 1
147
- color3f inputs:specularColor = (0, 0, 0)
148
- token outputs:surface
149
- }
150
- }
151
- }
152
-
153
- def Mesh "Floor" (
154
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
- )
156
- {
157
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
- bindMaterialAs = "strongerThanDescendants"
162
- )
163
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
- uniform token physics:approximation = "convexHull"
165
- bool physics:collisionEnabled = 1
166
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
- custom bool primvars:doNotCastShadows = 1
168
-
169
- def Material "_FlatColorMaterial"
170
- {
171
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
-
173
- def Shader "Shader"
174
- {
175
- uniform token info:id = "UsdPreviewSurface"
176
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
- float inputs:metallic = 0
178
- float inputs:roughness = 1
179
- color3f inputs:specularColor = (0, 0, 0)
180
- token outputs:surface
181
- }
182
- }
183
- }
184
-
185
- def Mesh "North" (
186
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
- )
188
- {
189
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
- bindMaterialAs = "strongerThanDescendants"
194
- )
195
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
- uniform token physics:approximation = "convexHull"
197
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
- custom bool primvars:doNotCastShadows = 1
199
-
200
- def Material "_FlatColorMaterial"
201
- {
202
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
-
204
- def Shader "Shader"
205
- {
206
- uniform token info:id = "UsdPreviewSurface"
207
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
- float inputs:metallic = 0
209
- float inputs:roughness = 1
210
- color3f inputs:specularColor = (0, 0, 0)
211
- token outputs:surface
212
- }
213
- }
214
- }
215
-
216
- def Mesh "South" (
217
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
- )
219
- {
220
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
- bindMaterialAs = "strongerThanDescendants"
225
- )
226
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
- uniform token physics:approximation = "convexHull"
228
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
- custom bool primvars:doNotCastShadows = 1
230
-
231
- def Material "_FlatColorMaterial"
232
- {
233
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
-
235
- def Shader "Shader"
236
- {
237
- uniform token info:id = "UsdPreviewSurface"
238
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
- float inputs:metallic = 0
240
- float inputs:roughness = 1
241
- color3f inputs:specularColor = (0, 0, 0)
242
- token outputs:surface
243
- }
244
- }
245
- }
246
-
247
- def Mesh "West" (
248
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
- )
250
- {
251
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
- bindMaterialAs = "strongerThanDescendants"
256
- )
257
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
- uniform token physics:approximation = "convexHull"
259
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
- custom bool primvars:doNotCastShadows = 1
261
-
262
- def Material "_FlatColorMaterial"
263
- {
264
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
-
266
- def Shader "Shader"
267
- {
268
- uniform token info:id = "UsdPreviewSurface"
269
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
- float inputs:metallic = 0
271
- float inputs:roughness = 1
272
- color3f inputs:specularColor = (0, 0, 0)
273
- token outputs:surface
274
- }
275
- }
276
- }
277
-
278
- def Mesh "East" (
279
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
- )
281
- {
282
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
- bindMaterialAs = "strongerThanDescendants"
287
- )
288
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
- uniform token physics:approximation = "convexHull"
290
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
- custom bool primvars:doNotCastShadows = 1
292
-
293
- def Material "_FlatColorMaterial"
294
- {
295
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
-
297
- def Shader "Shader"
298
- {
299
- uniform token info:id = "UsdPreviewSurface"
300
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
- float inputs:metallic = 0
302
- float inputs:roughness = 1
303
- color3f inputs:specularColor = (0, 0, 0)
304
- token outputs:surface
305
- }
306
- }
307
- }
308
-
309
- def Mesh "Slope" (
310
- prepend apiSchemas = ["MaterialBindingAPI"]
311
- )
312
- {
313
- float3[] extent = [(-1, -1, -1), (1, 1, 0)]
314
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
315
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
316
- rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
317
- bindMaterialAs = "strongerThanDescendants"
318
- )
319
- point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
320
- custom bool primvars:doNotCastShadows = 1
321
- float xformOp:rotateX = 45
322
- float xformOp:rotateZ = 180
323
- float3 xformOp:scale = (50, 2.2726865, 0.028408581)
324
- double3 xformOp:translate = (0, 0, 1.561578292933038)
325
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
326
-
327
- def Material "_FlatColorMaterial"
328
- {
329
- token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
330
-
331
- def Shader "Shader"
332
- {
333
- uniform token info:id = "UsdPreviewSurface"
334
- color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
335
- float inputs:metallic = 0
336
- float inputs:roughness = 1
337
- color3f inputs:specularColor = (0, 0, 0)
338
- token outputs:surface
339
- }
340
- }
341
-
342
- def "PhysMaterial" (
343
- prepend apiSchemas = ["PhysicsMaterialAPI"]
344
- )
345
- {
346
- float physics:dynamicFriction = 0.4
347
- float physics:restitution = 0
348
- float physics:staticFriction = 0.5
349
- }
350
- }
351
-
352
- def Xform "SlopeCollision"
353
- {
354
- float xformOp:rotateX = 45
355
- float xformOp:rotateZ = 180
356
- double3 xformOp:translate = (0, 0, 1.561578292933038)
357
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
358
-
359
- def Cube "Box" (
360
- prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
361
- )
362
- {
363
- rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
364
- bindMaterialAs = "weakerThanDescendants"
365
- )
366
- double size = 1
367
- token visibility = "invisible"
368
- float3 xformOp:scale = (100, 4.545373, 0.028408581)
369
- double3 xformOp:translate = (0, 0, -0.014204290509223939)
370
- uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
371
- }
372
- }
373
- }
374
-
375
- def Xform "Lights"
376
- {
377
- def DomeLight "DomeLight_1"
378
- {
379
- float inputs:intensity = 1000
380
- }
381
- }
382
-
383
- def PhysicsScene "PhysicsScene" (
384
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
385
- )
386
- {
387
- vector3f physics:gravityDirection = (0, 0, -1)
388
- float physics:gravityMagnitude = 9.81
389
- uniform token physxScene:broadphaseType = "GPU"
390
- bool physxScene:enableEnhancedDeterminism = 0
391
- bool physxScene:enableGPUDynamics = 1
392
- bool physxScene:enableStabilization = 1
393
- uniform token physxScene:solverType = "TGS"
394
- uint physxScene:timeStepsPerSecond = 240
395
- }
396
-
397
- def Xform "GroundPlane"
398
- {
399
- def Mesh "CollisionMesh" (
400
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
401
- )
402
- {
403
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
404
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
405
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
406
- bindMaterialAs = "weakerThanDescendants"
407
- )
408
- uniform token physics:approximation = "convexHull"
409
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
410
- token visibility = "invisible"
411
- }
412
-
413
- def "PhysMaterial" (
414
- prepend apiSchemas = ["PhysicsMaterialAPI"]
415
- )
416
- {
417
- float physics:dynamicFriction = 0.4
418
- float physics:restitution = 0
419
- float physics:staticFriction = 0.5
420
- }
421
- }
422
-
423
- def Camera "Camera"
424
- {
425
- float2 clippingRange = (0.005740596, 1000)
426
- float focalLength = 35
427
- float horizontalAperture = 36
428
- matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.1961161351381839, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.19611613513818388, 0), (-0.5629117592399212, -1.124922405273145, 3.254683354335463, 1) )
429
- uniform token[] xformOpOrder = ["xformOp:transform"]
430
- }
431
- }
432
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (-0, -1.124922415793788, 3.0640948965825463)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/saftey_helmet/simready_usd/saftey_helmet.usd@
100
+ )
101
+ {
102
+ over "Saftey_Helmet" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (1.30414985e-8, 0.0065471358, 0.067184635)
108
+ float3 physics:diagonalInertia = (0.003046606, 0.0021754531, 0.003730974)
109
+ float physics:mass = 0.4
110
+ quatf physics:principalAxes = (0.9971321, 0.07568051, -2.5648252e-8, 3.3792855e-7)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ float3 xformOp:scale = (1, 1, 1)
114
+ float3 xformOp:translate = (-3.5527137e-15, 2.1041286e-8, -0.0010219767)
115
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
+ }
117
+ }
118
+ }
119
+
120
+ def Xform "Room"
121
+ {
122
+ def Mesh "Bottom" (
123
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
+ )
125
+ {
126
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
+ bindMaterialAs = "strongerThanDescendants"
131
+ )
132
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
+ uniform token physics:approximation = "convexHull"
134
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
+ custom bool primvars:doNotCastShadows = 1
136
+
137
+ def Material "_FlatColorMaterial"
138
+ {
139
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
+
141
+ def Shader "Shader"
142
+ {
143
+ uniform token info:id = "UsdPreviewSurface"
144
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
+ float inputs:metallic = 0
146
+ float inputs:roughness = 1
147
+ color3f inputs:specularColor = (0, 0, 0)
148
+ token outputs:surface
149
+ }
150
+ }
151
+ }
152
+
153
+ def Mesh "Floor" (
154
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
+ )
156
+ {
157
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
+ bindMaterialAs = "strongerThanDescendants"
162
+ )
163
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
+ uniform token physics:approximation = "convexHull"
165
+ bool physics:collisionEnabled = 1
166
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
+ custom bool primvars:doNotCastShadows = 1
168
+
169
+ def Material "_FlatColorMaterial"
170
+ {
171
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
+
173
+ def Shader "Shader"
174
+ {
175
+ uniform token info:id = "UsdPreviewSurface"
176
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
+ float inputs:metallic = 0
178
+ float inputs:roughness = 1
179
+ color3f inputs:specularColor = (0, 0, 0)
180
+ token outputs:surface
181
+ }
182
+ }
183
+ }
184
+
185
+ def Mesh "North" (
186
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
+ )
188
+ {
189
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
+ bindMaterialAs = "strongerThanDescendants"
194
+ )
195
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
+ uniform token physics:approximation = "convexHull"
197
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
+ custom bool primvars:doNotCastShadows = 1
199
+
200
+ def Material "_FlatColorMaterial"
201
+ {
202
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
+
204
+ def Shader "Shader"
205
+ {
206
+ uniform token info:id = "UsdPreviewSurface"
207
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
+ float inputs:metallic = 0
209
+ float inputs:roughness = 1
210
+ color3f inputs:specularColor = (0, 0, 0)
211
+ token outputs:surface
212
+ }
213
+ }
214
+ }
215
+
216
+ def Mesh "South" (
217
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
+ )
219
+ {
220
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
+ bindMaterialAs = "strongerThanDescendants"
225
+ )
226
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
+ uniform token physics:approximation = "convexHull"
228
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
+ custom bool primvars:doNotCastShadows = 1
230
+
231
+ def Material "_FlatColorMaterial"
232
+ {
233
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
+
235
+ def Shader "Shader"
236
+ {
237
+ uniform token info:id = "UsdPreviewSurface"
238
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
+ float inputs:metallic = 0
240
+ float inputs:roughness = 1
241
+ color3f inputs:specularColor = (0, 0, 0)
242
+ token outputs:surface
243
+ }
244
+ }
245
+ }
246
+
247
+ def Mesh "West" (
248
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
+ )
250
+ {
251
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
+ bindMaterialAs = "strongerThanDescendants"
256
+ )
257
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
+ uniform token physics:approximation = "convexHull"
259
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
+ custom bool primvars:doNotCastShadows = 1
261
+
262
+ def Material "_FlatColorMaterial"
263
+ {
264
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
+
266
+ def Shader "Shader"
267
+ {
268
+ uniform token info:id = "UsdPreviewSurface"
269
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
+ float inputs:metallic = 0
271
+ float inputs:roughness = 1
272
+ color3f inputs:specularColor = (0, 0, 0)
273
+ token outputs:surface
274
+ }
275
+ }
276
+ }
277
+
278
+ def Mesh "East" (
279
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
+ )
281
+ {
282
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
+ bindMaterialAs = "strongerThanDescendants"
287
+ )
288
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
+ uniform token physics:approximation = "convexHull"
290
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
+ custom bool primvars:doNotCastShadows = 1
292
+
293
+ def Material "_FlatColorMaterial"
294
+ {
295
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
+
297
+ def Shader "Shader"
298
+ {
299
+ uniform token info:id = "UsdPreviewSurface"
300
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
+ float inputs:metallic = 0
302
+ float inputs:roughness = 1
303
+ color3f inputs:specularColor = (0, 0, 0)
304
+ token outputs:surface
305
+ }
306
+ }
307
+ }
308
+
309
+ def Mesh "Slope" (
310
+ prepend apiSchemas = ["MaterialBindingAPI"]
311
+ )
312
+ {
313
+ float3[] extent = [(-1, -1, -1), (1, 1, 0)]
314
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
315
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
316
+ rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
317
+ bindMaterialAs = "strongerThanDescendants"
318
+ )
319
+ point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
320
+ custom bool primvars:doNotCastShadows = 1
321
+ float xformOp:rotateX = 45
322
+ float xformOp:rotateZ = 180
323
+ float3 xformOp:scale = (50, 2.2726865, 0.028408581)
324
+ double3 xformOp:translate = (0, 0, 1.561578292933038)
325
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
326
+
327
+ def Material "_FlatColorMaterial"
328
+ {
329
+ token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
330
+
331
+ def Shader "Shader"
332
+ {
333
+ uniform token info:id = "UsdPreviewSurface"
334
+ color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
335
+ float inputs:metallic = 0
336
+ float inputs:roughness = 1
337
+ color3f inputs:specularColor = (0, 0, 0)
338
+ token outputs:surface
339
+ }
340
+ }
341
+
342
+ def "PhysMaterial" (
343
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
344
+ )
345
+ {
346
+ float physics:dynamicFriction = 0.4
347
+ float physics:restitution = 0
348
+ float physics:staticFriction = 0.5
349
+ }
350
+ }
351
+
352
+ def Xform "SlopeCollision"
353
+ {
354
+ float xformOp:rotateX = 45
355
+ float xformOp:rotateZ = 180
356
+ double3 xformOp:translate = (0, 0, 1.561578292933038)
357
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
358
+
359
+ def Cube "Box" (
360
+ prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
361
+ )
362
+ {
363
+ rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
364
+ bindMaterialAs = "weakerThanDescendants"
365
+ )
366
+ double size = 1
367
+ token visibility = "invisible"
368
+ float3 xformOp:scale = (100, 4.545373, 0.028408581)
369
+ double3 xformOp:translate = (0, 0, -0.014204290509223939)
370
+ uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
371
+ }
372
+ }
373
+ }
374
+
375
+ def Xform "Lights"
376
+ {
377
+ def DomeLight "DomeLight_1"
378
+ {
379
+ float inputs:intensity = 1000
380
+ }
381
+ }
382
+
383
+ def PhysicsScene "PhysicsScene" (
384
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
385
+ )
386
+ {
387
+ vector3f physics:gravityDirection = (0, 0, -1)
388
+ float physics:gravityMagnitude = 9.81
389
+ uniform token physxScene:broadphaseType = "GPU"
390
+ bool physxScene:enableEnhancedDeterminism = 0
391
+ bool physxScene:enableGPUDynamics = 1
392
+ bool physxScene:enableStabilization = 1
393
+ uniform token physxScene:solverType = "TGS"
394
+ uint physxScene:timeStepsPerSecond = 240
395
+ }
396
+
397
+ def Xform "GroundPlane"
398
+ {
399
+ def Mesh "CollisionMesh" (
400
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
401
+ )
402
+ {
403
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
404
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
405
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
406
+ bindMaterialAs = "weakerThanDescendants"
407
+ )
408
+ uniform token physics:approximation = "convexHull"
409
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
410
+ token visibility = "invisible"
411
+ }
412
+
413
+ def "PhysMaterial" (
414
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
415
+ )
416
+ {
417
+ float physics:dynamicFriction = 0.4
418
+ float physics:restitution = 0
419
+ float physics:staticFriction = 0.5
420
+ }
421
+ }
422
+
423
+ def Camera "Camera"
424
+ {
425
+ float2 clippingRange = (0.005740596, 1000)
426
+ float focalLength = 35
427
+ float horizontalAperture = 36
428
+ matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.1961161351381839, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.19611613513818388, 0), (-0.5629117592399212, -1.124922405273145, 3.254683354335463, 1) )
429
+ uniform token[] xformOpOrder = ["xformOp:transform"]
430
+ }
431
+ }
432
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/culling_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,320 +1,320 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Safety_Barrier"
115
- {
116
- over "safety_barrier" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (1, 1, 1)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (1, 1, 1)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (1, 1, 1)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (1, 1, 1)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (1, 1, 1)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DomeLight "DomeLight_1"
305
- {
306
- float inputs:intensity = 1000
307
- }
308
- }
309
-
310
- def Camera "Camera"
311
- {
312
- float2 clippingRange = (0.02928458, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
317
- uniform token[] xformOpOrder = ["xformOp:transform"]
318
- }
319
- }
320
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Safety_Barrier"
115
+ {
116
+ over "safety_barrier" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (1, 1, 1)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (1, 1, 1)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (1, 1, 1)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (1, 1, 1)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (1, 1, 1)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DomeLight "DomeLight_1"
305
+ {
306
+ float inputs:intensity = 1000
307
+ }
308
+ }
309
+
310
+ def Camera "Camera"
311
+ {
312
+ float2 clippingRange = (0.02928458, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/ground_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,367 +1,367 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (0, 0, 1.531199991703034)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
100
- )
101
- {
102
- over "Safety_Barrier" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (-2.0772073e-7, 2.582924e-7, 0.52472305)
108
- float3 physics:diagonalInertia = (5.9433146, 24.892061, 21.236176)
109
- float physics:mass = 48.7
110
- quatf physics:principalAxes = (1, -0.000008799335, -0.000002123404, 0.0000013600092)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- float3 xformOp:scale = (1, 1, 1)
114
- float3 xformOp:translate = (-4.2632564e-14, -1.4210855e-13, -0.0010219216)
115
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
- }
117
- }
118
- }
119
-
120
- def Xform "Room"
121
- {
122
- def Mesh "Bottom" (
123
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
- )
125
- {
126
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
- bindMaterialAs = "strongerThanDescendants"
131
- )
132
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
- uniform token physics:approximation = "convexHull"
134
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
- custom bool primvars:doNotCastShadows = 1
136
-
137
- def Material "_FlatColorMaterial"
138
- {
139
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
-
141
- def Shader "Shader"
142
- {
143
- uniform token info:id = "UsdPreviewSurface"
144
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
- float inputs:metallic = 0
146
- float inputs:roughness = 1
147
- color3f inputs:specularColor = (0, 0, 0)
148
- token outputs:surface
149
- }
150
- }
151
- }
152
-
153
- def Mesh "Floor" (
154
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
- )
156
- {
157
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
- bindMaterialAs = "strongerThanDescendants"
162
- )
163
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
- uniform token physics:approximation = "convexHull"
165
- bool physics:collisionEnabled = 1
166
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
- custom bool primvars:doNotCastShadows = 1
168
-
169
- def Material "_FlatColorMaterial"
170
- {
171
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
-
173
- def Shader "Shader"
174
- {
175
- uniform token info:id = "UsdPreviewSurface"
176
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
- float inputs:metallic = 0
178
- float inputs:roughness = 1
179
- color3f inputs:specularColor = (0, 0, 0)
180
- token outputs:surface
181
- }
182
- }
183
- }
184
-
185
- def Mesh "North" (
186
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
- )
188
- {
189
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
- bindMaterialAs = "strongerThanDescendants"
194
- )
195
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
- uniform token physics:approximation = "convexHull"
197
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
- custom bool primvars:doNotCastShadows = 1
199
-
200
- def Material "_FlatColorMaterial"
201
- {
202
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
-
204
- def Shader "Shader"
205
- {
206
- uniform token info:id = "UsdPreviewSurface"
207
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
- float inputs:metallic = 0
209
- float inputs:roughness = 1
210
- color3f inputs:specularColor = (0, 0, 0)
211
- token outputs:surface
212
- }
213
- }
214
- }
215
-
216
- def Mesh "South" (
217
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
- )
219
- {
220
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
- bindMaterialAs = "strongerThanDescendants"
225
- )
226
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
- uniform token physics:approximation = "convexHull"
228
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
- custom bool primvars:doNotCastShadows = 1
230
-
231
- def Material "_FlatColorMaterial"
232
- {
233
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
-
235
- def Shader "Shader"
236
- {
237
- uniform token info:id = "UsdPreviewSurface"
238
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
- float inputs:metallic = 0
240
- float inputs:roughness = 1
241
- color3f inputs:specularColor = (0, 0, 0)
242
- token outputs:surface
243
- }
244
- }
245
- }
246
-
247
- def Mesh "West" (
248
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
- )
250
- {
251
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
- bindMaterialAs = "strongerThanDescendants"
256
- )
257
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
- uniform token physics:approximation = "convexHull"
259
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
- custom bool primvars:doNotCastShadows = 1
261
-
262
- def Material "_FlatColorMaterial"
263
- {
264
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
-
266
- def Shader "Shader"
267
- {
268
- uniform token info:id = "UsdPreviewSurface"
269
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
- float inputs:metallic = 0
271
- float inputs:roughness = 1
272
- color3f inputs:specularColor = (0, 0, 0)
273
- token outputs:surface
274
- }
275
- }
276
- }
277
-
278
- def Mesh "East" (
279
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
- )
281
- {
282
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
- bindMaterialAs = "strongerThanDescendants"
287
- )
288
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
- uniform token physics:approximation = "convexHull"
290
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
- custom bool primvars:doNotCastShadows = 1
292
-
293
- def Material "_FlatColorMaterial"
294
- {
295
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
-
297
- def Shader "Shader"
298
- {
299
- uniform token info:id = "UsdPreviewSurface"
300
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
- float inputs:metallic = 0
302
- float inputs:roughness = 1
303
- color3f inputs:specularColor = (0, 0, 0)
304
- token outputs:surface
305
- }
306
- }
307
- }
308
- }
309
-
310
- def Xform "Lights"
311
- {
312
- def DomeLight "DomeLight_1"
313
- {
314
- float inputs:intensity = 1000
315
- }
316
- }
317
-
318
- def PhysicsScene "PhysicsScene" (
319
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
320
- )
321
- {
322
- vector3f physics:gravityDirection = (0, 0, -1)
323
- float physics:gravityMagnitude = 9.81
324
- uniform token physxScene:broadphaseType = "GPU"
325
- bool physxScene:enableEnhancedDeterminism = 0
326
- bool physxScene:enableGPUDynamics = 1
327
- bool physxScene:enableStabilization = 1
328
- uniform token physxScene:solverType = "TGS"
329
- uint physxScene:timeStepsPerSecond = 240
330
- }
331
-
332
- def Xform "GroundPlane"
333
- {
334
- def Mesh "CollisionMesh" (
335
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
336
- )
337
- {
338
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
339
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
340
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
341
- bindMaterialAs = "weakerThanDescendants"
342
- )
343
- uniform token physics:approximation = "convexHull"
344
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
345
- token visibility = "invisible"
346
- }
347
-
348
- def "PhysMaterial" (
349
- prepend apiSchemas = ["PhysicsMaterialAPI"]
350
- )
351
- {
352
- float physics:dynamicFriction = 0.4
353
- float physics:restitution = 0
354
- float physics:staticFriction = 0.5
355
- }
356
- }
357
-
358
- def Camera "Camera"
359
- {
360
- float2 clippingRange = (0.04445597, 1000)
361
- float focalLength = 35
362
- float horizontalAperture = 36
363
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (1.4136970723875255, 3.769858859700055, 3.926018457970104, 1) )
364
- uniform token[] xformOpOrder = ["xformOp:transform"]
365
- }
366
- }
367
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (0, 0, 1.531199991703034)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
100
+ )
101
+ {
102
+ over "Safety_Barrier" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (-2.0772073e-7, 2.582924e-7, 0.52472305)
108
+ float3 physics:diagonalInertia = (5.9433146, 24.892061, 21.236176)
109
+ float physics:mass = 48.7
110
+ quatf physics:principalAxes = (1, -0.000008799335, -0.000002123404, 0.0000013600092)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ float3 xformOp:scale = (1, 1, 1)
114
+ float3 xformOp:translate = (-4.2632564e-14, -1.4210855e-13, -0.0010219216)
115
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
+ }
117
+ }
118
+ }
119
+
120
+ def Xform "Room"
121
+ {
122
+ def Mesh "Bottom" (
123
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
+ )
125
+ {
126
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
+ bindMaterialAs = "strongerThanDescendants"
131
+ )
132
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
+ uniform token physics:approximation = "convexHull"
134
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
+ custom bool primvars:doNotCastShadows = 1
136
+
137
+ def Material "_FlatColorMaterial"
138
+ {
139
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
+
141
+ def Shader "Shader"
142
+ {
143
+ uniform token info:id = "UsdPreviewSurface"
144
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
+ float inputs:metallic = 0
146
+ float inputs:roughness = 1
147
+ color3f inputs:specularColor = (0, 0, 0)
148
+ token outputs:surface
149
+ }
150
+ }
151
+ }
152
+
153
+ def Mesh "Floor" (
154
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
+ )
156
+ {
157
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
+ bindMaterialAs = "strongerThanDescendants"
162
+ )
163
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
+ uniform token physics:approximation = "convexHull"
165
+ bool physics:collisionEnabled = 1
166
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
+ custom bool primvars:doNotCastShadows = 1
168
+
169
+ def Material "_FlatColorMaterial"
170
+ {
171
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
+
173
+ def Shader "Shader"
174
+ {
175
+ uniform token info:id = "UsdPreviewSurface"
176
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
+ float inputs:metallic = 0
178
+ float inputs:roughness = 1
179
+ color3f inputs:specularColor = (0, 0, 0)
180
+ token outputs:surface
181
+ }
182
+ }
183
+ }
184
+
185
+ def Mesh "North" (
186
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
+ )
188
+ {
189
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
+ bindMaterialAs = "strongerThanDescendants"
194
+ )
195
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
+ uniform token physics:approximation = "convexHull"
197
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
+ custom bool primvars:doNotCastShadows = 1
199
+
200
+ def Material "_FlatColorMaterial"
201
+ {
202
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
+
204
+ def Shader "Shader"
205
+ {
206
+ uniform token info:id = "UsdPreviewSurface"
207
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
+ float inputs:metallic = 0
209
+ float inputs:roughness = 1
210
+ color3f inputs:specularColor = (0, 0, 0)
211
+ token outputs:surface
212
+ }
213
+ }
214
+ }
215
+
216
+ def Mesh "South" (
217
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
+ )
219
+ {
220
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
+ bindMaterialAs = "strongerThanDescendants"
225
+ )
226
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
+ uniform token physics:approximation = "convexHull"
228
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
+ custom bool primvars:doNotCastShadows = 1
230
+
231
+ def Material "_FlatColorMaterial"
232
+ {
233
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
+
235
+ def Shader "Shader"
236
+ {
237
+ uniform token info:id = "UsdPreviewSurface"
238
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
+ float inputs:metallic = 0
240
+ float inputs:roughness = 1
241
+ color3f inputs:specularColor = (0, 0, 0)
242
+ token outputs:surface
243
+ }
244
+ }
245
+ }
246
+
247
+ def Mesh "West" (
248
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
+ )
250
+ {
251
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
+ bindMaterialAs = "strongerThanDescendants"
256
+ )
257
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
+ uniform token physics:approximation = "convexHull"
259
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
+ custom bool primvars:doNotCastShadows = 1
261
+
262
+ def Material "_FlatColorMaterial"
263
+ {
264
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
+
266
+ def Shader "Shader"
267
+ {
268
+ uniform token info:id = "UsdPreviewSurface"
269
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
+ float inputs:metallic = 0
271
+ float inputs:roughness = 1
272
+ color3f inputs:specularColor = (0, 0, 0)
273
+ token outputs:surface
274
+ }
275
+ }
276
+ }
277
+
278
+ def Mesh "East" (
279
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
+ )
281
+ {
282
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
+ bindMaterialAs = "strongerThanDescendants"
287
+ )
288
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
+ uniform token physics:approximation = "convexHull"
290
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
+ custom bool primvars:doNotCastShadows = 1
292
+
293
+ def Material "_FlatColorMaterial"
294
+ {
295
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
+
297
+ def Shader "Shader"
298
+ {
299
+ uniform token info:id = "UsdPreviewSurface"
300
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
+ float inputs:metallic = 0
302
+ float inputs:roughness = 1
303
+ color3f inputs:specularColor = (0, 0, 0)
304
+ token outputs:surface
305
+ }
306
+ }
307
+ }
308
+ }
309
+
310
+ def Xform "Lights"
311
+ {
312
+ def DomeLight "DomeLight_1"
313
+ {
314
+ float inputs:intensity = 1000
315
+ }
316
+ }
317
+
318
+ def PhysicsScene "PhysicsScene" (
319
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
320
+ )
321
+ {
322
+ vector3f physics:gravityDirection = (0, 0, -1)
323
+ float physics:gravityMagnitude = 9.81
324
+ uniform token physxScene:broadphaseType = "GPU"
325
+ bool physxScene:enableEnhancedDeterminism = 0
326
+ bool physxScene:enableGPUDynamics = 1
327
+ bool physxScene:enableStabilization = 1
328
+ uniform token physxScene:solverType = "TGS"
329
+ uint physxScene:timeStepsPerSecond = 240
330
+ }
331
+
332
+ def Xform "GroundPlane"
333
+ {
334
+ def Mesh "CollisionMesh" (
335
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
336
+ )
337
+ {
338
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
339
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
340
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
341
+ bindMaterialAs = "weakerThanDescendants"
342
+ )
343
+ uniform token physics:approximation = "convexHull"
344
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
345
+ token visibility = "invisible"
346
+ }
347
+
348
+ def "PhysMaterial" (
349
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
350
+ )
351
+ {
352
+ float physics:dynamicFriction = 0.4
353
+ float physics:restitution = 0
354
+ float physics:staticFriction = 0.5
355
+ }
356
+ }
357
+
358
+ def Camera "Camera"
359
+ {
360
+ float2 clippingRange = (0.04445597, 1000)
361
+ float focalLength = 35
362
+ float horizontalAperture = 36
363
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (1.4136970723875255, 3.769858859700055, 3.926018457970104, 1) )
364
+ uniform token[] xformOpOrder = ["xformOp:transform"]
365
+ }
366
+ }
367
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/light_response/isaac_sim/test_scene.usda CHANGED
@@ -1,328 +1,328 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Safety_Barrier"
115
- {
116
- over "safety_barrier" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (0, 0, 0)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (0, 0, 0)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (0, 0, 0)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (0, 0, 0)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (0, 0, 0)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DistantLight "DistantLight_1"
305
- {
306
- float inputs:angle = 1
307
- float inputs:intensity = 3000
308
- float3 xformOp:rotateXYZ = (45, 0, 90)
309
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
310
- }
311
-
312
- def DomeLight "DomeLight_2"
313
- {
314
- float inputs:intensity = 150
315
- }
316
- }
317
-
318
- def Camera "Camera"
319
- {
320
- float2 clippingRange = (0.02928458, 10000)
321
- float focalLength = 35
322
- float horizontalAperture = 36
323
- float verticalAperture = 36
324
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
325
- uniform token[] xformOpOrder = ["xformOp:transform"]
326
- }
327
- }
328
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Safety_Barrier"
115
+ {
116
+ over "safety_barrier" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (0, 0, 0)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (0, 0, 0)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (0, 0, 0)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (0, 0, 0)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (0, 0, 0)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DistantLight "DistantLight_1"
305
+ {
306
+ float inputs:angle = 1
307
+ float inputs:intensity = 3000
308
+ float3 xformOp:rotateXYZ = (45, 0, 90)
309
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
310
+ }
311
+
312
+ def DomeLight "DomeLight_2"
313
+ {
314
+ float inputs:intensity = 150
315
+ }
316
+ }
317
+
318
+ def Camera "Camera"
319
+ {
320
+ float2 clippingRange = (0.02928458, 10000)
321
+ float focalLength = 35
322
+ float horizontalAperture = 36
323
+ float verticalAperture = 36
324
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
325
+ uniform token[] xformOpOrder = ["xformOp:transform"]
326
+ }
327
+ }
328
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.02928458, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.02928458, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/normals_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,322 +1,322 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Safety_Barrier"
115
- {
116
- over "safety_barrier" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- uniform bool doubleSided = 1
121
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
122
- bindMaterialAs = "strongerThanDescendants"
123
- )
124
- rel material:binding:physics = None
125
- custom bool singleSided = 0
126
- }
127
- }
128
- }
129
- }
130
-
131
- def Xform "Room"
132
- {
133
- def Mesh "Bottom" (
134
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
135
- )
136
- {
137
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
138
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
139
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
140
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
141
- bindMaterialAs = "strongerThanDescendants"
142
- )
143
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
144
- uniform token physics:approximation = "convexHull"
145
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
146
- custom bool primvars:doNotCastShadows = 1
147
-
148
- def Material "_FlatColorMaterial"
149
- {
150
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
151
-
152
- def Shader "Shader"
153
- {
154
- uniform token info:id = "UsdPreviewSurface"
155
- color3f inputs:diffuseColor = (1, 1, 1)
156
- float inputs:metallic = 0
157
- float inputs:roughness = 1
158
- color3f inputs:specularColor = (0, 0, 0)
159
- token outputs:surface
160
- }
161
- }
162
- }
163
-
164
- def Mesh "Floor" (
165
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
166
- )
167
- {
168
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
169
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
170
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
171
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
172
- uniform token physics:approximation = "convexHull"
173
- bool physics:collisionEnabled = 0
174
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
175
- custom bool primvars:doNotCastShadows = 1
176
- token visibility = "invisible"
177
- }
178
-
179
- def Mesh "North" (
180
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
181
- )
182
- {
183
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
184
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
185
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
186
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
187
- bindMaterialAs = "strongerThanDescendants"
188
- )
189
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
190
- uniform token physics:approximation = "convexHull"
191
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
192
- custom bool primvars:doNotCastShadows = 1
193
-
194
- def Material "_FlatColorMaterial"
195
- {
196
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
197
-
198
- def Shader "Shader"
199
- {
200
- uniform token info:id = "UsdPreviewSurface"
201
- color3f inputs:diffuseColor = (1, 1, 1)
202
- float inputs:metallic = 0
203
- float inputs:roughness = 1
204
- color3f inputs:specularColor = (0, 0, 0)
205
- token outputs:surface
206
- }
207
- }
208
- }
209
-
210
- def Mesh "South" (
211
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
212
- )
213
- {
214
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
215
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
216
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
217
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
218
- bindMaterialAs = "strongerThanDescendants"
219
- )
220
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
221
- uniform token physics:approximation = "convexHull"
222
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
223
- custom bool primvars:doNotCastShadows = 1
224
-
225
- def Material "_FlatColorMaterial"
226
- {
227
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
228
-
229
- def Shader "Shader"
230
- {
231
- uniform token info:id = "UsdPreviewSurface"
232
- color3f inputs:diffuseColor = (1, 1, 1)
233
- float inputs:metallic = 0
234
- float inputs:roughness = 1
235
- color3f inputs:specularColor = (0, 0, 0)
236
- token outputs:surface
237
- }
238
- }
239
- }
240
-
241
- def Mesh "West" (
242
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
243
- )
244
- {
245
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
246
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
247
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
248
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
249
- bindMaterialAs = "strongerThanDescendants"
250
- )
251
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
252
- uniform token physics:approximation = "convexHull"
253
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
254
- custom bool primvars:doNotCastShadows = 1
255
-
256
- def Material "_FlatColorMaterial"
257
- {
258
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
259
-
260
- def Shader "Shader"
261
- {
262
- uniform token info:id = "UsdPreviewSurface"
263
- color3f inputs:diffuseColor = (1, 1, 1)
264
- float inputs:metallic = 0
265
- float inputs:roughness = 1
266
- color3f inputs:specularColor = (0, 0, 0)
267
- token outputs:surface
268
- }
269
- }
270
- }
271
-
272
- def Mesh "East" (
273
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
274
- )
275
- {
276
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
277
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
278
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
279
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
280
- bindMaterialAs = "strongerThanDescendants"
281
- )
282
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
283
- uniform token physics:approximation = "convexHull"
284
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
285
- custom bool primvars:doNotCastShadows = 1
286
-
287
- def Material "_FlatColorMaterial"
288
- {
289
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
290
-
291
- def Shader "Shader"
292
- {
293
- uniform token info:id = "UsdPreviewSurface"
294
- color3f inputs:diffuseColor = (1, 1, 1)
295
- float inputs:metallic = 0
296
- float inputs:roughness = 1
297
- color3f inputs:specularColor = (0, 0, 0)
298
- token outputs:surface
299
- }
300
- }
301
- }
302
- }
303
-
304
- def Xform "Lights"
305
- {
306
- def DomeLight "DomeLight_1"
307
- {
308
- float inputs:intensity = 2000
309
- }
310
- }
311
-
312
- def Camera "Camera"
313
- {
314
- float2 clippingRange = (0.02928458, 10000)
315
- float focalLength = 35
316
- float horizontalAperture = 36
317
- float verticalAperture = 36
318
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
319
- uniform token[] xformOpOrder = ["xformOp:transform"]
320
- }
321
- }
322
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Safety_Barrier"
115
+ {
116
+ over "safety_barrier" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ uniform bool doubleSided = 1
121
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
122
+ bindMaterialAs = "strongerThanDescendants"
123
+ )
124
+ rel material:binding:physics = None
125
+ custom bool singleSided = 0
126
+ }
127
+ }
128
+ }
129
+ }
130
+
131
+ def Xform "Room"
132
+ {
133
+ def Mesh "Bottom" (
134
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
135
+ )
136
+ {
137
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
138
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
139
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
140
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
141
+ bindMaterialAs = "strongerThanDescendants"
142
+ )
143
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
144
+ uniform token physics:approximation = "convexHull"
145
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+
148
+ def Material "_FlatColorMaterial"
149
+ {
150
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
151
+
152
+ def Shader "Shader"
153
+ {
154
+ uniform token info:id = "UsdPreviewSurface"
155
+ color3f inputs:diffuseColor = (1, 1, 1)
156
+ float inputs:metallic = 0
157
+ float inputs:roughness = 1
158
+ color3f inputs:specularColor = (0, 0, 0)
159
+ token outputs:surface
160
+ }
161
+ }
162
+ }
163
+
164
+ def Mesh "Floor" (
165
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
166
+ )
167
+ {
168
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
169
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
170
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
171
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
172
+ uniform token physics:approximation = "convexHull"
173
+ bool physics:collisionEnabled = 0
174
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
175
+ custom bool primvars:doNotCastShadows = 1
176
+ token visibility = "invisible"
177
+ }
178
+
179
+ def Mesh "North" (
180
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
181
+ )
182
+ {
183
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
184
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
185
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
186
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
187
+ bindMaterialAs = "strongerThanDescendants"
188
+ )
189
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
190
+ uniform token physics:approximation = "convexHull"
191
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
192
+ custom bool primvars:doNotCastShadows = 1
193
+
194
+ def Material "_FlatColorMaterial"
195
+ {
196
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
197
+
198
+ def Shader "Shader"
199
+ {
200
+ uniform token info:id = "UsdPreviewSurface"
201
+ color3f inputs:diffuseColor = (1, 1, 1)
202
+ float inputs:metallic = 0
203
+ float inputs:roughness = 1
204
+ color3f inputs:specularColor = (0, 0, 0)
205
+ token outputs:surface
206
+ }
207
+ }
208
+ }
209
+
210
+ def Mesh "South" (
211
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
212
+ )
213
+ {
214
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
215
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
216
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
217
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
218
+ bindMaterialAs = "strongerThanDescendants"
219
+ )
220
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
221
+ uniform token physics:approximation = "convexHull"
222
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
223
+ custom bool primvars:doNotCastShadows = 1
224
+
225
+ def Material "_FlatColorMaterial"
226
+ {
227
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
228
+
229
+ def Shader "Shader"
230
+ {
231
+ uniform token info:id = "UsdPreviewSurface"
232
+ color3f inputs:diffuseColor = (1, 1, 1)
233
+ float inputs:metallic = 0
234
+ float inputs:roughness = 1
235
+ color3f inputs:specularColor = (0, 0, 0)
236
+ token outputs:surface
237
+ }
238
+ }
239
+ }
240
+
241
+ def Mesh "West" (
242
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
243
+ )
244
+ {
245
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
246
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
247
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
248
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
249
+ bindMaterialAs = "strongerThanDescendants"
250
+ )
251
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
252
+ uniform token physics:approximation = "convexHull"
253
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
254
+ custom bool primvars:doNotCastShadows = 1
255
+
256
+ def Material "_FlatColorMaterial"
257
+ {
258
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
259
+
260
+ def Shader "Shader"
261
+ {
262
+ uniform token info:id = "UsdPreviewSurface"
263
+ color3f inputs:diffuseColor = (1, 1, 1)
264
+ float inputs:metallic = 0
265
+ float inputs:roughness = 1
266
+ color3f inputs:specularColor = (0, 0, 0)
267
+ token outputs:surface
268
+ }
269
+ }
270
+ }
271
+
272
+ def Mesh "East" (
273
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
274
+ )
275
+ {
276
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
277
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
278
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
279
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
280
+ bindMaterialAs = "strongerThanDescendants"
281
+ )
282
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
283
+ uniform token physics:approximation = "convexHull"
284
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
285
+ custom bool primvars:doNotCastShadows = 1
286
+
287
+ def Material "_FlatColorMaterial"
288
+ {
289
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
290
+
291
+ def Shader "Shader"
292
+ {
293
+ uniform token info:id = "UsdPreviewSurface"
294
+ color3f inputs:diffuseColor = (1, 1, 1)
295
+ float inputs:metallic = 0
296
+ float inputs:roughness = 1
297
+ color3f inputs:specularColor = (0, 0, 0)
298
+ token outputs:surface
299
+ }
300
+ }
301
+ }
302
+ }
303
+
304
+ def Xform "Lights"
305
+ {
306
+ def DomeLight "DomeLight_1"
307
+ {
308
+ float inputs:intensity = 2000
309
+ }
310
+ }
311
+
312
+ def Camera "Camera"
313
+ {
314
+ float2 clippingRange = (0.02928458, 10000)
315
+ float focalLength = 35
316
+ float horizontalAperture = 36
317
+ float verticalAperture = 36
318
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
319
+ uniform token[] xformOpOrder = ["xformOp:transform"]
320
+ }
321
+ }
322
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/pivot/isaac_sim/test_scene.usda CHANGED
@@ -1,255 +1,255 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Safety_Barrier"
115
- {
116
- over "safety_barrier" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
139
- uniform token physics:approximation = "convexHull"
140
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
141
- custom bool primvars:doNotCastShadows = 1
142
- }
143
-
144
- def Mesh "Floor" (
145
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
146
- )
147
- {
148
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
149
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
150
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
151
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
152
- bindMaterialAs = "strongerThanDescendants"
153
- )
154
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
155
- uniform token physics:approximation = "convexHull"
156
- bool physics:collisionEnabled = 1
157
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
158
- custom bool primvars:doNotCastShadows = 1
159
-
160
- def Material "_FlatColorMaterial"
161
- {
162
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
163
-
164
- def Shader "Shader"
165
- {
166
- uniform token info:id = "UsdPreviewSurface"
167
- color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
168
- float inputs:metallic = 0
169
- float inputs:roughness = 1
170
- color3f inputs:specularColor = (0, 0, 0)
171
- token outputs:surface
172
- }
173
- }
174
- }
175
-
176
- def Mesh "North" (
177
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
178
- )
179
- {
180
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
181
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
182
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
183
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
184
- uniform token physics:approximation = "convexHull"
185
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
186
- custom bool primvars:doNotCastShadows = 1
187
- }
188
-
189
- def Mesh "South" (
190
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
191
- )
192
- {
193
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
194
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
195
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
196
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
197
- uniform token physics:approximation = "convexHull"
198
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
199
- custom bool primvars:doNotCastShadows = 1
200
- }
201
-
202
- def Mesh "West" (
203
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
204
- )
205
- {
206
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
207
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
208
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
209
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
210
- uniform token physics:approximation = "convexHull"
211
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
212
- custom bool primvars:doNotCastShadows = 1
213
- }
214
-
215
- def Mesh "East" (
216
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
217
- )
218
- {
219
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
220
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
221
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
222
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
- }
227
- }
228
-
229
- def Xform "Lights"
230
- {
231
- def DistantLight "DistantLight_1"
232
- {
233
- float inputs:angle = 1
234
- float inputs:intensity = 3000
235
- float3 xformOp:rotateXYZ = (45, 0, 90)
236
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
237
- }
238
-
239
- def DomeLight "DomeLight_2"
240
- {
241
- float inputs:intensity = 150
242
- }
243
- }
244
-
245
- def Camera "Camera"
246
- {
247
- float2 clippingRange = (0.02928458, 10000)
248
- float focalLength = 35
249
- float horizontalAperture = 36
250
- float verticalAperture = 36
251
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
252
- uniform token[] xformOpOrder = ["xformOp:transform"]
253
- }
254
- }
255
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Safety_Barrier"
115
+ {
116
+ over "safety_barrier" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
139
+ uniform token physics:approximation = "convexHull"
140
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
141
+ custom bool primvars:doNotCastShadows = 1
142
+ }
143
+
144
+ def Mesh "Floor" (
145
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
146
+ )
147
+ {
148
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
149
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
150
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
151
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
152
+ bindMaterialAs = "strongerThanDescendants"
153
+ )
154
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
155
+ uniform token physics:approximation = "convexHull"
156
+ bool physics:collisionEnabled = 1
157
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
158
+ custom bool primvars:doNotCastShadows = 1
159
+
160
+ def Material "_FlatColorMaterial"
161
+ {
162
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
163
+
164
+ def Shader "Shader"
165
+ {
166
+ uniform token info:id = "UsdPreviewSurface"
167
+ color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
168
+ float inputs:metallic = 0
169
+ float inputs:roughness = 1
170
+ color3f inputs:specularColor = (0, 0, 0)
171
+ token outputs:surface
172
+ }
173
+ }
174
+ }
175
+
176
+ def Mesh "North" (
177
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
178
+ )
179
+ {
180
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
181
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
182
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
183
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
184
+ uniform token physics:approximation = "convexHull"
185
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
186
+ custom bool primvars:doNotCastShadows = 1
187
+ }
188
+
189
+ def Mesh "South" (
190
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
191
+ )
192
+ {
193
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
194
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
195
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
196
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
197
+ uniform token physics:approximation = "convexHull"
198
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
199
+ custom bool primvars:doNotCastShadows = 1
200
+ }
201
+
202
+ def Mesh "West" (
203
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
204
+ )
205
+ {
206
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
207
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
208
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
209
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
210
+ uniform token physics:approximation = "convexHull"
211
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
212
+ custom bool primvars:doNotCastShadows = 1
213
+ }
214
+
215
+ def Mesh "East" (
216
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
217
+ )
218
+ {
219
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
220
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
221
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
222
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+ }
227
+ }
228
+
229
+ def Xform "Lights"
230
+ {
231
+ def DistantLight "DistantLight_1"
232
+ {
233
+ float inputs:angle = 1
234
+ float inputs:intensity = 3000
235
+ float3 xformOp:rotateXYZ = (45, 0, 90)
236
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
237
+ }
238
+
239
+ def DomeLight "DomeLight_2"
240
+ {
241
+ float inputs:intensity = 150
242
+ }
243
+ }
244
+
245
+ def Camera "Camera"
246
+ {
247
+ float2 clippingRange = (0.02928458, 10000)
248
+ float focalLength = 35
249
+ float horizontalAperture = 36
250
+ float verticalAperture = 36
251
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
252
+ uniform token[] xformOpOrder = ["xformOp:transform"]
253
+ }
254
+ }
255
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/presence/isaac_sim/test_scene.usda CHANGED
@@ -1,320 +1,320 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Safety_Barrier"
115
- {
116
- over "safety_barrier" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (1, 1, 1)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (1, 1, 1)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (1, 1, 1)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (1, 1, 1)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (1, 1, 1)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DomeLight "DomeLight_1"
305
- {
306
- float inputs:intensity = 1000
307
- }
308
- }
309
-
310
- def Camera "Camera"
311
- {
312
- float2 clippingRange = (0.02928458, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
317
- uniform token[] xformOpOrder = ["xformOp:transform"]
318
- }
319
- }
320
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Safety_Barrier"
115
+ {
116
+ over "safety_barrier" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (1, 1, 1)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (1, 1, 1)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (1, 1, 1)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (1, 1, 1)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (1, 1, 1)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DomeLight "DomeLight_1"
305
+ {
306
+ float inputs:intensity = 1000
307
+ }
308
+ }
309
+
310
+ def Camera "Camera"
311
+ {
312
+ float2 clippingRange = (0.02928458, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.02928458, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.02928458, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda CHANGED
@@ -1,293 +1,293 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
97
- )
98
- {
99
- }
100
- }
101
-
102
- def Xform "Room"
103
- {
104
- def Mesh "Bottom" (
105
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
- )
107
- {
108
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
- bindMaterialAs = "strongerThanDescendants"
113
- )
114
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
- uniform token physics:approximation = "convexHull"
116
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
- custom bool primvars:doNotCastShadows = 1
118
-
119
- def Material "_FlatColorMaterial"
120
- {
121
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
-
123
- def Shader "Shader"
124
- {
125
- uniform token info:id = "UsdPreviewSurface"
126
- color3f inputs:diffuseColor = (1, 1, 1)
127
- float inputs:metallic = 0
128
- float inputs:roughness = 1
129
- color3f inputs:specularColor = (0, 0, 0)
130
- token outputs:surface
131
- }
132
- }
133
- }
134
-
135
- def Mesh "Floor" (
136
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
- )
138
- {
139
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
- uniform token physics:approximation = "convexHull"
144
- bool physics:collisionEnabled = 0
145
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
- custom bool primvars:doNotCastShadows = 1
147
- token visibility = "invisible"
148
- }
149
-
150
- def Mesh "North" (
151
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
- )
153
- {
154
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
- bindMaterialAs = "strongerThanDescendants"
159
- )
160
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
- uniform token physics:approximation = "convexHull"
162
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
- custom bool primvars:doNotCastShadows = 1
164
-
165
- def Material "_FlatColorMaterial"
166
- {
167
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
-
169
- def Shader "Shader"
170
- {
171
- uniform token info:id = "UsdPreviewSurface"
172
- color3f inputs:diffuseColor = (1, 1, 1)
173
- float inputs:metallic = 0
174
- float inputs:roughness = 1
175
- color3f inputs:specularColor = (0, 0, 0)
176
- token outputs:surface
177
- }
178
- }
179
- }
180
-
181
- def Mesh "South" (
182
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
- )
184
- {
185
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
- bindMaterialAs = "strongerThanDescendants"
190
- )
191
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
- uniform token physics:approximation = "convexHull"
193
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
- custom bool primvars:doNotCastShadows = 1
195
-
196
- def Material "_FlatColorMaterial"
197
- {
198
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
-
200
- def Shader "Shader"
201
- {
202
- uniform token info:id = "UsdPreviewSurface"
203
- color3f inputs:diffuseColor = (1, 1, 1)
204
- float inputs:metallic = 0
205
- float inputs:roughness = 1
206
- color3f inputs:specularColor = (0, 0, 0)
207
- token outputs:surface
208
- }
209
- }
210
- }
211
-
212
- def Mesh "West" (
213
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
- )
215
- {
216
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
- bindMaterialAs = "strongerThanDescendants"
221
- )
222
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
-
227
- def Material "_FlatColorMaterial"
228
- {
229
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
-
231
- def Shader "Shader"
232
- {
233
- uniform token info:id = "UsdPreviewSurface"
234
- color3f inputs:diffuseColor = (1, 1, 1)
235
- float inputs:metallic = 0
236
- float inputs:roughness = 1
237
- color3f inputs:specularColor = (0, 0, 0)
238
- token outputs:surface
239
- }
240
- }
241
- }
242
-
243
- def Mesh "East" (
244
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
- )
246
- {
247
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
- bindMaterialAs = "strongerThanDescendants"
252
- )
253
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
- uniform token physics:approximation = "convexHull"
255
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
- custom bool primvars:doNotCastShadows = 1
257
-
258
- def Material "_FlatColorMaterial"
259
- {
260
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
-
262
- def Shader "Shader"
263
- {
264
- uniform token info:id = "UsdPreviewSurface"
265
- color3f inputs:diffuseColor = (1, 1, 1)
266
- float inputs:metallic = 0
267
- float inputs:roughness = 1
268
- color3f inputs:specularColor = (0, 0, 0)
269
- token outputs:surface
270
- }
271
- }
272
- }
273
- }
274
-
275
- def Xform "Lights"
276
- {
277
- def DomeLight "DomeLight_1"
278
- {
279
- float inputs:intensity = 1000
280
- }
281
- }
282
-
283
- def Camera "Camera"
284
- {
285
- float2 clippingRange = (0.02928458, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
290
- uniform token[] xformOpOrder = ["xformOp:transform"]
291
- }
292
- }
293
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
97
+ )
98
+ {
99
+ }
100
+ }
101
+
102
+ def Xform "Room"
103
+ {
104
+ def Mesh "Bottom" (
105
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
+ )
107
+ {
108
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
+ bindMaterialAs = "strongerThanDescendants"
113
+ )
114
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
+ uniform token physics:approximation = "convexHull"
116
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
+ custom bool primvars:doNotCastShadows = 1
118
+
119
+ def Material "_FlatColorMaterial"
120
+ {
121
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
+
123
+ def Shader "Shader"
124
+ {
125
+ uniform token info:id = "UsdPreviewSurface"
126
+ color3f inputs:diffuseColor = (1, 1, 1)
127
+ float inputs:metallic = 0
128
+ float inputs:roughness = 1
129
+ color3f inputs:specularColor = (0, 0, 0)
130
+ token outputs:surface
131
+ }
132
+ }
133
+ }
134
+
135
+ def Mesh "Floor" (
136
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
+ )
138
+ {
139
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
+ uniform token physics:approximation = "convexHull"
144
+ bool physics:collisionEnabled = 0
145
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+ token visibility = "invisible"
148
+ }
149
+
150
+ def Mesh "North" (
151
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
+ )
153
+ {
154
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
+ bindMaterialAs = "strongerThanDescendants"
159
+ )
160
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
+ uniform token physics:approximation = "convexHull"
162
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
+ custom bool primvars:doNotCastShadows = 1
164
+
165
+ def Material "_FlatColorMaterial"
166
+ {
167
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
+
169
+ def Shader "Shader"
170
+ {
171
+ uniform token info:id = "UsdPreviewSurface"
172
+ color3f inputs:diffuseColor = (1, 1, 1)
173
+ float inputs:metallic = 0
174
+ float inputs:roughness = 1
175
+ color3f inputs:specularColor = (0, 0, 0)
176
+ token outputs:surface
177
+ }
178
+ }
179
+ }
180
+
181
+ def Mesh "South" (
182
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
+ )
184
+ {
185
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
+ bindMaterialAs = "strongerThanDescendants"
190
+ )
191
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
+ uniform token physics:approximation = "convexHull"
193
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
+ custom bool primvars:doNotCastShadows = 1
195
+
196
+ def Material "_FlatColorMaterial"
197
+ {
198
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
+
200
+ def Shader "Shader"
201
+ {
202
+ uniform token info:id = "UsdPreviewSurface"
203
+ color3f inputs:diffuseColor = (1, 1, 1)
204
+ float inputs:metallic = 0
205
+ float inputs:roughness = 1
206
+ color3f inputs:specularColor = (0, 0, 0)
207
+ token outputs:surface
208
+ }
209
+ }
210
+ }
211
+
212
+ def Mesh "West" (
213
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
+ )
215
+ {
216
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
+ bindMaterialAs = "strongerThanDescendants"
221
+ )
222
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+
227
+ def Material "_FlatColorMaterial"
228
+ {
229
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
+
231
+ def Shader "Shader"
232
+ {
233
+ uniform token info:id = "UsdPreviewSurface"
234
+ color3f inputs:diffuseColor = (1, 1, 1)
235
+ float inputs:metallic = 0
236
+ float inputs:roughness = 1
237
+ color3f inputs:specularColor = (0, 0, 0)
238
+ token outputs:surface
239
+ }
240
+ }
241
+ }
242
+
243
+ def Mesh "East" (
244
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
+ )
246
+ {
247
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
+ bindMaterialAs = "strongerThanDescendants"
252
+ )
253
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
+ uniform token physics:approximation = "convexHull"
255
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
+ custom bool primvars:doNotCastShadows = 1
257
+
258
+ def Material "_FlatColorMaterial"
259
+ {
260
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
+
262
+ def Shader "Shader"
263
+ {
264
+ uniform token info:id = "UsdPreviewSurface"
265
+ color3f inputs:diffuseColor = (1, 1, 1)
266
+ float inputs:metallic = 0
267
+ float inputs:roughness = 1
268
+ color3f inputs:specularColor = (0, 0, 0)
269
+ token outputs:surface
270
+ }
271
+ }
272
+ }
273
+ }
274
+
275
+ def Xform "Lights"
276
+ {
277
+ def DomeLight "DomeLight_1"
278
+ {
279
+ float inputs:intensity = 1000
280
+ }
281
+ }
282
+
283
+ def Camera "Camera"
284
+ {
285
+ float2 clippingRange = (0.02928458, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, -2.775557561562892e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.42399915200254396, -0), (0.9312477434103772, 2.4833273157610063, 1.7520636551148476, 1) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/5f3ea0e80067/.simready/runtime/slope_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,432 +1,432 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (-0, -8.711555733036146, 22.659333048345005)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/safety_barrier/simready_usd/safety_barrier.usd@
100
- )
101
- {
102
- over "Safety_Barrier" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (-2.0772073e-7, 2.582924e-7, 0.52472305)
108
- float3 physics:diagonalInertia = (5.9433146, 24.892061, 21.236176)
109
- float physics:mass = 48.7
110
- quatf physics:principalAxes = (1, -0.000008799335, -0.000002123404, 0.0000013600092)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- float3 xformOp:scale = (1, 1, 1)
114
- float3 xformOp:translate = (-4.2632564e-14, 2.520791e-7, -0.0010231119)
115
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
- }
117
- }
118
- }
119
-
120
- def Xform "Room"
121
- {
122
- def Mesh "Bottom" (
123
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
- )
125
- {
126
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
- bindMaterialAs = "strongerThanDescendants"
131
- )
132
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
- uniform token physics:approximation = "convexHull"
134
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
- custom bool primvars:doNotCastShadows = 1
136
-
137
- def Material "_FlatColorMaterial"
138
- {
139
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
-
141
- def Shader "Shader"
142
- {
143
- uniform token info:id = "UsdPreviewSurface"
144
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
- float inputs:metallic = 0
146
- float inputs:roughness = 1
147
- color3f inputs:specularColor = (0, 0, 0)
148
- token outputs:surface
149
- }
150
- }
151
- }
152
-
153
- def Mesh "Floor" (
154
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
- )
156
- {
157
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
- bindMaterialAs = "strongerThanDescendants"
162
- )
163
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
- uniform token physics:approximation = "convexHull"
165
- bool physics:collisionEnabled = 1
166
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
- custom bool primvars:doNotCastShadows = 1
168
-
169
- def Material "_FlatColorMaterial"
170
- {
171
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
-
173
- def Shader "Shader"
174
- {
175
- uniform token info:id = "UsdPreviewSurface"
176
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
- float inputs:metallic = 0
178
- float inputs:roughness = 1
179
- color3f inputs:specularColor = (0, 0, 0)
180
- token outputs:surface
181
- }
182
- }
183
- }
184
-
185
- def Mesh "North" (
186
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
- )
188
- {
189
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
- bindMaterialAs = "strongerThanDescendants"
194
- )
195
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
- uniform token physics:approximation = "convexHull"
197
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
- custom bool primvars:doNotCastShadows = 1
199
-
200
- def Material "_FlatColorMaterial"
201
- {
202
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
-
204
- def Shader "Shader"
205
- {
206
- uniform token info:id = "UsdPreviewSurface"
207
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
- float inputs:metallic = 0
209
- float inputs:roughness = 1
210
- color3f inputs:specularColor = (0, 0, 0)
211
- token outputs:surface
212
- }
213
- }
214
- }
215
-
216
- def Mesh "South" (
217
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
- )
219
- {
220
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
- bindMaterialAs = "strongerThanDescendants"
225
- )
226
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
- uniform token physics:approximation = "convexHull"
228
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
- custom bool primvars:doNotCastShadows = 1
230
-
231
- def Material "_FlatColorMaterial"
232
- {
233
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
-
235
- def Shader "Shader"
236
- {
237
- uniform token info:id = "UsdPreviewSurface"
238
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
- float inputs:metallic = 0
240
- float inputs:roughness = 1
241
- color3f inputs:specularColor = (0, 0, 0)
242
- token outputs:surface
243
- }
244
- }
245
- }
246
-
247
- def Mesh "West" (
248
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
- )
250
- {
251
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
- bindMaterialAs = "strongerThanDescendants"
256
- )
257
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
- uniform token physics:approximation = "convexHull"
259
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
- custom bool primvars:doNotCastShadows = 1
261
-
262
- def Material "_FlatColorMaterial"
263
- {
264
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
-
266
- def Shader "Shader"
267
- {
268
- uniform token info:id = "UsdPreviewSurface"
269
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
- float inputs:metallic = 0
271
- float inputs:roughness = 1
272
- color3f inputs:specularColor = (0, 0, 0)
273
- token outputs:surface
274
- }
275
- }
276
- }
277
-
278
- def Mesh "East" (
279
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
- )
281
- {
282
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
- bindMaterialAs = "strongerThanDescendants"
287
- )
288
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
- uniform token physics:approximation = "convexHull"
290
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
- custom bool primvars:doNotCastShadows = 1
292
-
293
- def Material "_FlatColorMaterial"
294
- {
295
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
-
297
- def Shader "Shader"
298
- {
299
- uniform token info:id = "UsdPreviewSurface"
300
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
- float inputs:metallic = 0
302
- float inputs:roughness = 1
303
- color3f inputs:specularColor = (0, 0, 0)
304
- token outputs:surface
305
- }
306
- }
307
- }
308
-
309
- def Mesh "Slope" (
310
- prepend apiSchemas = ["MaterialBindingAPI"]
311
- )
312
- {
313
- float3[] extent = [(-1, -1, -1), (1, 1, 0)]
314
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
315
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
316
- rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
317
- bindMaterialAs = "strongerThanDescendants"
318
- )
319
- point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
320
- custom bool primvars:doNotCastShadows = 1
321
- float xformOp:rotateX = 45
322
- float xformOp:rotateZ = 180
323
- float3 xformOp:scale = (50, 17.6, 0.22)
324
- double3 xformOp:translate = (0, 0, 12.093079610993673)
325
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
326
-
327
- def Material "_FlatColorMaterial"
328
- {
329
- token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
330
-
331
- def Shader "Shader"
332
- {
333
- uniform token info:id = "UsdPreviewSurface"
334
- color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
335
- float inputs:metallic = 0
336
- float inputs:roughness = 1
337
- color3f inputs:specularColor = (0, 0, 0)
338
- token outputs:surface
339
- }
340
- }
341
-
342
- def "PhysMaterial" (
343
- prepend apiSchemas = ["PhysicsMaterialAPI"]
344
- )
345
- {
346
- float physics:dynamicFriction = 0.4
347
- float physics:restitution = 0
348
- float physics:staticFriction = 0.5
349
- }
350
- }
351
-
352
- def Xform "SlopeCollision"
353
- {
354
- float xformOp:rotateX = 45
355
- float xformOp:rotateZ = 180
356
- double3 xformOp:translate = (0, 0, 12.093079610993673)
357
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
358
-
359
- def Cube "Box" (
360
- prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
361
- )
362
- {
363
- rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
364
- bindMaterialAs = "weakerThanDescendants"
365
- )
366
- double size = 1
367
- token visibility = "invisible"
368
- float3 xformOp:scale = (100, 35.2, 0.22)
369
- double3 xformOp:translate = (0, 0, -0.1100000023841858)
370
- uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
371
- }
372
- }
373
- }
374
-
375
- def Xform "Lights"
376
- {
377
- def DomeLight "DomeLight_1"
378
- {
379
- float inputs:intensity = 1000
380
- }
381
- }
382
-
383
- def PhysicsScene "PhysicsScene" (
384
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
385
- )
386
- {
387
- vector3f physics:gravityDirection = (0, 0, -1)
388
- float physics:gravityMagnitude = 9.81
389
- uniform token physxScene:broadphaseType = "GPU"
390
- bool physxScene:enableEnhancedDeterminism = 0
391
- bool physxScene:enableGPUDynamics = 1
392
- bool physxScene:enableStabilization = 1
393
- uniform token physxScene:solverType = "TGS"
394
- uint physxScene:timeStepsPerSecond = 240
395
- }
396
-
397
- def Xform "GroundPlane"
398
- {
399
- def Mesh "CollisionMesh" (
400
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
401
- )
402
- {
403
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
404
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
405
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
406
- bindMaterialAs = "weakerThanDescendants"
407
- )
408
- uniform token physics:approximation = "convexHull"
409
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
410
- token visibility = "invisible"
411
- }
412
-
413
- def "PhysMaterial" (
414
- prepend apiSchemas = ["PhysicsMaterialAPI"]
415
- )
416
- {
417
- float physics:dynamicFriction = 0.4
418
- float physics:restitution = 0
419
- float physics:staticFriction = 0.5
420
- }
421
- }
422
-
423
- def Camera "Camera"
424
- {
425
- float2 clippingRange = (0.04445597, 1000)
426
- float focalLength = 35
427
- float horizontalAperture = 36
428
- matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818377, 0, 0.9805806756909201, 0), (-0.9805806756909201, 0, 0.19611613513818377, 0), (-4.359266675941359, -8.711555606996594, 24.04107482483515, 1) )
429
- uniform token[] xformOpOrder = ["xformOp:transform"]
430
- }
431
- }
432
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (-0, -8.711555733036146, 22.659333048345005)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/safety_barrier/simready_usd/safety_barrier.usd@
100
+ )
101
+ {
102
+ over "Safety_Barrier" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (-2.0772073e-7, 2.582924e-7, 0.52472305)
108
+ float3 physics:diagonalInertia = (5.9433146, 24.892061, 21.236176)
109
+ float physics:mass = 48.7
110
+ quatf physics:principalAxes = (1, -0.000008799335, -0.000002123404, 0.0000013600092)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ float3 xformOp:scale = (1, 1, 1)
114
+ float3 xformOp:translate = (-4.2632564e-14, 2.520791e-7, -0.0010231119)
115
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
+ }
117
+ }
118
+ }
119
+
120
+ def Xform "Room"
121
+ {
122
+ def Mesh "Bottom" (
123
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
+ )
125
+ {
126
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
+ bindMaterialAs = "strongerThanDescendants"
131
+ )
132
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
+ uniform token physics:approximation = "convexHull"
134
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
+ custom bool primvars:doNotCastShadows = 1
136
+
137
+ def Material "_FlatColorMaterial"
138
+ {
139
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
+
141
+ def Shader "Shader"
142
+ {
143
+ uniform token info:id = "UsdPreviewSurface"
144
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
+ float inputs:metallic = 0
146
+ float inputs:roughness = 1
147
+ color3f inputs:specularColor = (0, 0, 0)
148
+ token outputs:surface
149
+ }
150
+ }
151
+ }
152
+
153
+ def Mesh "Floor" (
154
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
+ )
156
+ {
157
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
+ bindMaterialAs = "strongerThanDescendants"
162
+ )
163
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
+ uniform token physics:approximation = "convexHull"
165
+ bool physics:collisionEnabled = 1
166
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
+ custom bool primvars:doNotCastShadows = 1
168
+
169
+ def Material "_FlatColorMaterial"
170
+ {
171
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
+
173
+ def Shader "Shader"
174
+ {
175
+ uniform token info:id = "UsdPreviewSurface"
176
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
+ float inputs:metallic = 0
178
+ float inputs:roughness = 1
179
+ color3f inputs:specularColor = (0, 0, 0)
180
+ token outputs:surface
181
+ }
182
+ }
183
+ }
184
+
185
+ def Mesh "North" (
186
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
+ )
188
+ {
189
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
+ bindMaterialAs = "strongerThanDescendants"
194
+ )
195
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
+ uniform token physics:approximation = "convexHull"
197
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
+ custom bool primvars:doNotCastShadows = 1
199
+
200
+ def Material "_FlatColorMaterial"
201
+ {
202
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
+
204
+ def Shader "Shader"
205
+ {
206
+ uniform token info:id = "UsdPreviewSurface"
207
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
+ float inputs:metallic = 0
209
+ float inputs:roughness = 1
210
+ color3f inputs:specularColor = (0, 0, 0)
211
+ token outputs:surface
212
+ }
213
+ }
214
+ }
215
+
216
+ def Mesh "South" (
217
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
+ )
219
+ {
220
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
+ bindMaterialAs = "strongerThanDescendants"
225
+ )
226
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
+ uniform token physics:approximation = "convexHull"
228
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
+ custom bool primvars:doNotCastShadows = 1
230
+
231
+ def Material "_FlatColorMaterial"
232
+ {
233
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
+
235
+ def Shader "Shader"
236
+ {
237
+ uniform token info:id = "UsdPreviewSurface"
238
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
+ float inputs:metallic = 0
240
+ float inputs:roughness = 1
241
+ color3f inputs:specularColor = (0, 0, 0)
242
+ token outputs:surface
243
+ }
244
+ }
245
+ }
246
+
247
+ def Mesh "West" (
248
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
+ )
250
+ {
251
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
+ bindMaterialAs = "strongerThanDescendants"
256
+ )
257
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
+ uniform token physics:approximation = "convexHull"
259
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
+ custom bool primvars:doNotCastShadows = 1
261
+
262
+ def Material "_FlatColorMaterial"
263
+ {
264
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
+
266
+ def Shader "Shader"
267
+ {
268
+ uniform token info:id = "UsdPreviewSurface"
269
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
+ float inputs:metallic = 0
271
+ float inputs:roughness = 1
272
+ color3f inputs:specularColor = (0, 0, 0)
273
+ token outputs:surface
274
+ }
275
+ }
276
+ }
277
+
278
+ def Mesh "East" (
279
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
+ )
281
+ {
282
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
+ bindMaterialAs = "strongerThanDescendants"
287
+ )
288
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
+ uniform token physics:approximation = "convexHull"
290
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
+ custom bool primvars:doNotCastShadows = 1
292
+
293
+ def Material "_FlatColorMaterial"
294
+ {
295
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
+
297
+ def Shader "Shader"
298
+ {
299
+ uniform token info:id = "UsdPreviewSurface"
300
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
+ float inputs:metallic = 0
302
+ float inputs:roughness = 1
303
+ color3f inputs:specularColor = (0, 0, 0)
304
+ token outputs:surface
305
+ }
306
+ }
307
+ }
308
+
309
+ def Mesh "Slope" (
310
+ prepend apiSchemas = ["MaterialBindingAPI"]
311
+ )
312
+ {
313
+ float3[] extent = [(-1, -1, -1), (1, 1, 0)]
314
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
315
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
316
+ rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
317
+ bindMaterialAs = "strongerThanDescendants"
318
+ )
319
+ point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
320
+ custom bool primvars:doNotCastShadows = 1
321
+ float xformOp:rotateX = 45
322
+ float xformOp:rotateZ = 180
323
+ float3 xformOp:scale = (50, 17.6, 0.22)
324
+ double3 xformOp:translate = (0, 0, 12.093079610993673)
325
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
326
+
327
+ def Material "_FlatColorMaterial"
328
+ {
329
+ token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
330
+
331
+ def Shader "Shader"
332
+ {
333
+ uniform token info:id = "UsdPreviewSurface"
334
+ color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
335
+ float inputs:metallic = 0
336
+ float inputs:roughness = 1
337
+ color3f inputs:specularColor = (0, 0, 0)
338
+ token outputs:surface
339
+ }
340
+ }
341
+
342
+ def "PhysMaterial" (
343
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
344
+ )
345
+ {
346
+ float physics:dynamicFriction = 0.4
347
+ float physics:restitution = 0
348
+ float physics:staticFriction = 0.5
349
+ }
350
+ }
351
+
352
+ def Xform "SlopeCollision"
353
+ {
354
+ float xformOp:rotateX = 45
355
+ float xformOp:rotateZ = 180
356
+ double3 xformOp:translate = (0, 0, 12.093079610993673)
357
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
358
+
359
+ def Cube "Box" (
360
+ prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
361
+ )
362
+ {
363
+ rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
364
+ bindMaterialAs = "weakerThanDescendants"
365
+ )
366
+ double size = 1
367
+ token visibility = "invisible"
368
+ float3 xformOp:scale = (100, 35.2, 0.22)
369
+ double3 xformOp:translate = (0, 0, -0.1100000023841858)
370
+ uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
371
+ }
372
+ }
373
+ }
374
+
375
+ def Xform "Lights"
376
+ {
377
+ def DomeLight "DomeLight_1"
378
+ {
379
+ float inputs:intensity = 1000
380
+ }
381
+ }
382
+
383
+ def PhysicsScene "PhysicsScene" (
384
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
385
+ )
386
+ {
387
+ vector3f physics:gravityDirection = (0, 0, -1)
388
+ float physics:gravityMagnitude = 9.81
389
+ uniform token physxScene:broadphaseType = "GPU"
390
+ bool physxScene:enableEnhancedDeterminism = 0
391
+ bool physxScene:enableGPUDynamics = 1
392
+ bool physxScene:enableStabilization = 1
393
+ uniform token physxScene:solverType = "TGS"
394
+ uint physxScene:timeStepsPerSecond = 240
395
+ }
396
+
397
+ def Xform "GroundPlane"
398
+ {
399
+ def Mesh "CollisionMesh" (
400
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
401
+ )
402
+ {
403
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
404
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
405
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
406
+ bindMaterialAs = "weakerThanDescendants"
407
+ )
408
+ uniform token physics:approximation = "convexHull"
409
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
410
+ token visibility = "invisible"
411
+ }
412
+
413
+ def "PhysMaterial" (
414
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
415
+ )
416
+ {
417
+ float physics:dynamicFriction = 0.4
418
+ float physics:restitution = 0
419
+ float physics:staticFriction = 0.5
420
+ }
421
+ }
422
+
423
+ def Camera "Camera"
424
+ {
425
+ float2 clippingRange = (0.04445597, 1000)
426
+ float focalLength = 35
427
+ float horizontalAperture = 36
428
+ matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818377, 0, 0.9805806756909201, 0), (-0.9805806756909201, 0, 0.19611613513818377, 0), (-4.359266675941359, -8.711555606996594, 24.04107482483515, 1) )
429
+ uniform token[] xformOpOrder = ["xformOp:transform"]
430
+ }
431
+ }
432
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/culling_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,349 +1,349 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Shovel"
115
- {
116
- over "bolt_001"
117
- {
118
- over "bolt" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "blade_001"
130
- {
131
- over "blade" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "handle_001"
143
- {
144
- over "handle" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
- bindMaterialAs = "strongerThanDescendants"
169
- )
170
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
- uniform token physics:approximation = "convexHull"
172
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
- custom bool primvars:doNotCastShadows = 1
174
-
175
- def Material "_FlatColorMaterial"
176
- {
177
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
-
179
- def Shader "Shader"
180
- {
181
- uniform token info:id = "UsdPreviewSurface"
182
- color3f inputs:diffuseColor = (1, 1, 1)
183
- float inputs:metallic = 0
184
- float inputs:roughness = 1
185
- color3f inputs:specularColor = (0, 0, 0)
186
- token outputs:surface
187
- }
188
- }
189
- }
190
-
191
- def Mesh "Floor" (
192
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
- )
194
- {
195
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
- uniform token physics:approximation = "convexHull"
200
- bool physics:collisionEnabled = 0
201
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
- custom bool primvars:doNotCastShadows = 1
203
- token visibility = "invisible"
204
- }
205
-
206
- def Mesh "North" (
207
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
- )
209
- {
210
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
- bindMaterialAs = "strongerThanDescendants"
215
- )
216
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
- uniform token physics:approximation = "convexHull"
218
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
- custom bool primvars:doNotCastShadows = 1
220
-
221
- def Material "_FlatColorMaterial"
222
- {
223
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
-
225
- def Shader "Shader"
226
- {
227
- uniform token info:id = "UsdPreviewSurface"
228
- color3f inputs:diffuseColor = (1, 1, 1)
229
- float inputs:metallic = 0
230
- float inputs:roughness = 1
231
- color3f inputs:specularColor = (0, 0, 0)
232
- token outputs:surface
233
- }
234
- }
235
- }
236
-
237
- def Mesh "South" (
238
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
- )
240
- {
241
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
- bindMaterialAs = "strongerThanDescendants"
246
- )
247
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
- uniform token physics:approximation = "convexHull"
249
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
- custom bool primvars:doNotCastShadows = 1
251
-
252
- def Material "_FlatColorMaterial"
253
- {
254
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
-
256
- def Shader "Shader"
257
- {
258
- uniform token info:id = "UsdPreviewSurface"
259
- color3f inputs:diffuseColor = (1, 1, 1)
260
- float inputs:metallic = 0
261
- float inputs:roughness = 1
262
- color3f inputs:specularColor = (0, 0, 0)
263
- token outputs:surface
264
- }
265
- }
266
- }
267
-
268
- def Mesh "West" (
269
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
- )
271
- {
272
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
- bindMaterialAs = "strongerThanDescendants"
277
- )
278
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
- uniform token physics:approximation = "convexHull"
280
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
- custom bool primvars:doNotCastShadows = 1
282
-
283
- def Material "_FlatColorMaterial"
284
- {
285
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
-
287
- def Shader "Shader"
288
- {
289
- uniform token info:id = "UsdPreviewSurface"
290
- color3f inputs:diffuseColor = (1, 1, 1)
291
- float inputs:metallic = 0
292
- float inputs:roughness = 1
293
- color3f inputs:specularColor = (0, 0, 0)
294
- token outputs:surface
295
- }
296
- }
297
- }
298
-
299
- def Mesh "East" (
300
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
- )
302
- {
303
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
- bindMaterialAs = "strongerThanDescendants"
308
- )
309
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
- uniform token physics:approximation = "convexHull"
311
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
- custom bool primvars:doNotCastShadows = 1
313
-
314
- def Material "_FlatColorMaterial"
315
- {
316
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
-
318
- def Shader "Shader"
319
- {
320
- uniform token info:id = "UsdPreviewSurface"
321
- color3f inputs:diffuseColor = (1, 1, 1)
322
- float inputs:metallic = 0
323
- float inputs:roughness = 1
324
- color3f inputs:specularColor = (0, 0, 0)
325
- token outputs:surface
326
- }
327
- }
328
- }
329
- }
330
-
331
- def Xform "Lights"
332
- {
333
- def DomeLight "DomeLight_1"
334
- {
335
- float inputs:intensity = 1000
336
- }
337
- }
338
-
339
- def Camera "Camera"
340
- {
341
- float2 clippingRange = (0.011634566, 10000)
342
- float focalLength = 35
343
- float horizontalAperture = 36
344
- float verticalAperture = 36
345
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
346
- uniform token[] xformOpOrder = ["xformOp:transform"]
347
- }
348
- }
349
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Shovel"
115
+ {
116
+ over "bolt_001"
117
+ {
118
+ over "bolt" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "blade_001"
130
+ {
131
+ over "blade" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "handle_001"
143
+ {
144
+ over "handle" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
+ bindMaterialAs = "strongerThanDescendants"
169
+ )
170
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
+ uniform token physics:approximation = "convexHull"
172
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+
175
+ def Material "_FlatColorMaterial"
176
+ {
177
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
+
179
+ def Shader "Shader"
180
+ {
181
+ uniform token info:id = "UsdPreviewSurface"
182
+ color3f inputs:diffuseColor = (1, 1, 1)
183
+ float inputs:metallic = 0
184
+ float inputs:roughness = 1
185
+ color3f inputs:specularColor = (0, 0, 0)
186
+ token outputs:surface
187
+ }
188
+ }
189
+ }
190
+
191
+ def Mesh "Floor" (
192
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
+ )
194
+ {
195
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
+ uniform token physics:approximation = "convexHull"
200
+ bool physics:collisionEnabled = 0
201
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
+ custom bool primvars:doNotCastShadows = 1
203
+ token visibility = "invisible"
204
+ }
205
+
206
+ def Mesh "North" (
207
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
+ )
209
+ {
210
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
+ bindMaterialAs = "strongerThanDescendants"
215
+ )
216
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
+ uniform token physics:approximation = "convexHull"
218
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
+ custom bool primvars:doNotCastShadows = 1
220
+
221
+ def Material "_FlatColorMaterial"
222
+ {
223
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
+
225
+ def Shader "Shader"
226
+ {
227
+ uniform token info:id = "UsdPreviewSurface"
228
+ color3f inputs:diffuseColor = (1, 1, 1)
229
+ float inputs:metallic = 0
230
+ float inputs:roughness = 1
231
+ color3f inputs:specularColor = (0, 0, 0)
232
+ token outputs:surface
233
+ }
234
+ }
235
+ }
236
+
237
+ def Mesh "South" (
238
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
+ )
240
+ {
241
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
+ bindMaterialAs = "strongerThanDescendants"
246
+ )
247
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
+ uniform token physics:approximation = "convexHull"
249
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
+ custom bool primvars:doNotCastShadows = 1
251
+
252
+ def Material "_FlatColorMaterial"
253
+ {
254
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
+
256
+ def Shader "Shader"
257
+ {
258
+ uniform token info:id = "UsdPreviewSurface"
259
+ color3f inputs:diffuseColor = (1, 1, 1)
260
+ float inputs:metallic = 0
261
+ float inputs:roughness = 1
262
+ color3f inputs:specularColor = (0, 0, 0)
263
+ token outputs:surface
264
+ }
265
+ }
266
+ }
267
+
268
+ def Mesh "West" (
269
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
+ )
271
+ {
272
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
+ bindMaterialAs = "strongerThanDescendants"
277
+ )
278
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
+ uniform token physics:approximation = "convexHull"
280
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
+ custom bool primvars:doNotCastShadows = 1
282
+
283
+ def Material "_FlatColorMaterial"
284
+ {
285
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
+
287
+ def Shader "Shader"
288
+ {
289
+ uniform token info:id = "UsdPreviewSurface"
290
+ color3f inputs:diffuseColor = (1, 1, 1)
291
+ float inputs:metallic = 0
292
+ float inputs:roughness = 1
293
+ color3f inputs:specularColor = (0, 0, 0)
294
+ token outputs:surface
295
+ }
296
+ }
297
+ }
298
+
299
+ def Mesh "East" (
300
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
+ )
302
+ {
303
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
+ bindMaterialAs = "strongerThanDescendants"
308
+ )
309
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
+ uniform token physics:approximation = "convexHull"
311
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
+ custom bool primvars:doNotCastShadows = 1
313
+
314
+ def Material "_FlatColorMaterial"
315
+ {
316
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
+
318
+ def Shader "Shader"
319
+ {
320
+ uniform token info:id = "UsdPreviewSurface"
321
+ color3f inputs:diffuseColor = (1, 1, 1)
322
+ float inputs:metallic = 0
323
+ float inputs:roughness = 1
324
+ color3f inputs:specularColor = (0, 0, 0)
325
+ token outputs:surface
326
+ }
327
+ }
328
+ }
329
+ }
330
+
331
+ def Xform "Lights"
332
+ {
333
+ def DomeLight "DomeLight_1"
334
+ {
335
+ float inputs:intensity = 1000
336
+ }
337
+ }
338
+
339
+ def Camera "Camera"
340
+ {
341
+ float2 clippingRange = (0.011634566, 10000)
342
+ float focalLength = 35
343
+ float horizontalAperture = 36
344
+ float verticalAperture = 36
345
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
346
+ uniform token[] xformOpOrder = ["xformOp:transform"]
347
+ }
348
+ }
349
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/ground_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,367 +1,367 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (0, 0, 0.2)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
100
- )
101
- {
102
- over "Shovel" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (0.000055894685, -0.17471275, 0.0227255)
108
- float3 physics:diagonalInertia = (0.08404343, 0.0023397524, 0.086258486)
109
- float physics:mass = 1.1067516
110
- quatf physics:principalAxes = (0.9994872, 0.032022484, -0.000020115209, 0.00006329475)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- float3 xformOp:scale = (1, 1, 1)
114
- float3 xformOp:translate = (-7.275958e-12, 1.4901161e-8, -0.0010218441)
115
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
- }
117
- }
118
- }
119
-
120
- def Xform "Room"
121
- {
122
- def Mesh "Bottom" (
123
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
- )
125
- {
126
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
- bindMaterialAs = "strongerThanDescendants"
131
- )
132
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
- uniform token physics:approximation = "convexHull"
134
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
- custom bool primvars:doNotCastShadows = 1
136
-
137
- def Material "_FlatColorMaterial"
138
- {
139
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
-
141
- def Shader "Shader"
142
- {
143
- uniform token info:id = "UsdPreviewSurface"
144
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
- float inputs:metallic = 0
146
- float inputs:roughness = 1
147
- color3f inputs:specularColor = (0, 0, 0)
148
- token outputs:surface
149
- }
150
- }
151
- }
152
-
153
- def Mesh "Floor" (
154
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
- )
156
- {
157
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
- bindMaterialAs = "strongerThanDescendants"
162
- )
163
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
- uniform token physics:approximation = "convexHull"
165
- bool physics:collisionEnabled = 1
166
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
- custom bool primvars:doNotCastShadows = 1
168
-
169
- def Material "_FlatColorMaterial"
170
- {
171
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
-
173
- def Shader "Shader"
174
- {
175
- uniform token info:id = "UsdPreviewSurface"
176
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
- float inputs:metallic = 0
178
- float inputs:roughness = 1
179
- color3f inputs:specularColor = (0, 0, 0)
180
- token outputs:surface
181
- }
182
- }
183
- }
184
-
185
- def Mesh "North" (
186
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
- )
188
- {
189
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
- bindMaterialAs = "strongerThanDescendants"
194
- )
195
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
- uniform token physics:approximation = "convexHull"
197
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
- custom bool primvars:doNotCastShadows = 1
199
-
200
- def Material "_FlatColorMaterial"
201
- {
202
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
-
204
- def Shader "Shader"
205
- {
206
- uniform token info:id = "UsdPreviewSurface"
207
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
- float inputs:metallic = 0
209
- float inputs:roughness = 1
210
- color3f inputs:specularColor = (0, 0, 0)
211
- token outputs:surface
212
- }
213
- }
214
- }
215
-
216
- def Mesh "South" (
217
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
- )
219
- {
220
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
- bindMaterialAs = "strongerThanDescendants"
225
- )
226
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
- uniform token physics:approximation = "convexHull"
228
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
- custom bool primvars:doNotCastShadows = 1
230
-
231
- def Material "_FlatColorMaterial"
232
- {
233
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
-
235
- def Shader "Shader"
236
- {
237
- uniform token info:id = "UsdPreviewSurface"
238
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
- float inputs:metallic = 0
240
- float inputs:roughness = 1
241
- color3f inputs:specularColor = (0, 0, 0)
242
- token outputs:surface
243
- }
244
- }
245
- }
246
-
247
- def Mesh "West" (
248
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
- )
250
- {
251
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
- bindMaterialAs = "strongerThanDescendants"
256
- )
257
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
- uniform token physics:approximation = "convexHull"
259
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
- custom bool primvars:doNotCastShadows = 1
261
-
262
- def Material "_FlatColorMaterial"
263
- {
264
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
-
266
- def Shader "Shader"
267
- {
268
- uniform token info:id = "UsdPreviewSurface"
269
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
- float inputs:metallic = 0
271
- float inputs:roughness = 1
272
- color3f inputs:specularColor = (0, 0, 0)
273
- token outputs:surface
274
- }
275
- }
276
- }
277
-
278
- def Mesh "East" (
279
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
- )
281
- {
282
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
- bindMaterialAs = "strongerThanDescendants"
287
- )
288
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
- uniform token physics:approximation = "convexHull"
290
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
- custom bool primvars:doNotCastShadows = 1
292
-
293
- def Material "_FlatColorMaterial"
294
- {
295
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
-
297
- def Shader "Shader"
298
- {
299
- uniform token info:id = "UsdPreviewSurface"
300
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
- float inputs:metallic = 0
302
- float inputs:roughness = 1
303
- color3f inputs:specularColor = (0, 0, 0)
304
- token outputs:surface
305
- }
306
- }
307
- }
308
- }
309
-
310
- def Xform "Lights"
311
- {
312
- def DomeLight "DomeLight_1"
313
- {
314
- float inputs:intensity = 1000
315
- }
316
- }
317
-
318
- def PhysicsScene "PhysicsScene" (
319
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
320
- )
321
- {
322
- vector3f physics:gravityDirection = (0, 0, -1)
323
- float physics:gravityMagnitude = 9.81
324
- uniform token physxScene:broadphaseType = "GPU"
325
- bool physxScene:enableEnhancedDeterminism = 0
326
- bool physxScene:enableGPUDynamics = 1
327
- bool physxScene:enableStabilization = 1
328
- uniform token physxScene:solverType = "TGS"
329
- uint physxScene:timeStepsPerSecond = 240
330
- }
331
-
332
- def Xform "GroundPlane"
333
- {
334
- def Mesh "CollisionMesh" (
335
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
336
- )
337
- {
338
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
339
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
340
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
341
- bindMaterialAs = "weakerThanDescendants"
342
- )
343
- uniform token physics:approximation = "convexHull"
344
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
345
- token visibility = "invisible"
346
- }
347
-
348
- def "PhysMaterial" (
349
- prepend apiSchemas = ["PhysicsMaterialAPI"]
350
- )
351
- {
352
- float physics:dynamicFriction = 0.4
353
- float physics:restitution = 0
354
- float physics:staticFriction = 0.5
355
- }
356
- }
357
-
358
- def Camera "Camera"
359
- {
360
- float2 clippingRange = (0.019542195, 1000)
361
- float focalLength = 35
362
- float horizontalAperture = 36
363
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, -2.775557561562892e-17, 0), (-0.1488760414816929, -0.39700277728451444, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025441, -0), (0.6214405794279704, 1.65717488593487, 1.069434928503213, 1) )
364
- uniform token[] xformOpOrder = ["xformOp:transform"]
365
- }
366
- }
367
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (0, 0, 0.2)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
100
+ )
101
+ {
102
+ over "Shovel" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (0.000055894685, -0.17471275, 0.0227255)
108
+ float3 physics:diagonalInertia = (0.08404343, 0.0023397524, 0.086258486)
109
+ float physics:mass = 1.1067516
110
+ quatf physics:principalAxes = (0.9994872, 0.032022484, -0.000020115209, 0.00006329475)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ float3 xformOp:scale = (1, 1, 1)
114
+ float3 xformOp:translate = (-7.275958e-12, 1.4901161e-8, -0.0010218441)
115
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
+ }
117
+ }
118
+ }
119
+
120
+ def Xform "Room"
121
+ {
122
+ def Mesh "Bottom" (
123
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
+ )
125
+ {
126
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
+ bindMaterialAs = "strongerThanDescendants"
131
+ )
132
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
+ uniform token physics:approximation = "convexHull"
134
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
+ custom bool primvars:doNotCastShadows = 1
136
+
137
+ def Material "_FlatColorMaterial"
138
+ {
139
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
+
141
+ def Shader "Shader"
142
+ {
143
+ uniform token info:id = "UsdPreviewSurface"
144
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
+ float inputs:metallic = 0
146
+ float inputs:roughness = 1
147
+ color3f inputs:specularColor = (0, 0, 0)
148
+ token outputs:surface
149
+ }
150
+ }
151
+ }
152
+
153
+ def Mesh "Floor" (
154
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
+ )
156
+ {
157
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
+ bindMaterialAs = "strongerThanDescendants"
162
+ )
163
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
+ uniform token physics:approximation = "convexHull"
165
+ bool physics:collisionEnabled = 1
166
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
+ custom bool primvars:doNotCastShadows = 1
168
+
169
+ def Material "_FlatColorMaterial"
170
+ {
171
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
+
173
+ def Shader "Shader"
174
+ {
175
+ uniform token info:id = "UsdPreviewSurface"
176
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
+ float inputs:metallic = 0
178
+ float inputs:roughness = 1
179
+ color3f inputs:specularColor = (0, 0, 0)
180
+ token outputs:surface
181
+ }
182
+ }
183
+ }
184
+
185
+ def Mesh "North" (
186
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
+ )
188
+ {
189
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
+ bindMaterialAs = "strongerThanDescendants"
194
+ )
195
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
+ uniform token physics:approximation = "convexHull"
197
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
+ custom bool primvars:doNotCastShadows = 1
199
+
200
+ def Material "_FlatColorMaterial"
201
+ {
202
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
+
204
+ def Shader "Shader"
205
+ {
206
+ uniform token info:id = "UsdPreviewSurface"
207
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
+ float inputs:metallic = 0
209
+ float inputs:roughness = 1
210
+ color3f inputs:specularColor = (0, 0, 0)
211
+ token outputs:surface
212
+ }
213
+ }
214
+ }
215
+
216
+ def Mesh "South" (
217
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
+ )
219
+ {
220
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
+ bindMaterialAs = "strongerThanDescendants"
225
+ )
226
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
+ uniform token physics:approximation = "convexHull"
228
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
+ custom bool primvars:doNotCastShadows = 1
230
+
231
+ def Material "_FlatColorMaterial"
232
+ {
233
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
+
235
+ def Shader "Shader"
236
+ {
237
+ uniform token info:id = "UsdPreviewSurface"
238
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
+ float inputs:metallic = 0
240
+ float inputs:roughness = 1
241
+ color3f inputs:specularColor = (0, 0, 0)
242
+ token outputs:surface
243
+ }
244
+ }
245
+ }
246
+
247
+ def Mesh "West" (
248
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
+ )
250
+ {
251
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
+ bindMaterialAs = "strongerThanDescendants"
256
+ )
257
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
+ uniform token physics:approximation = "convexHull"
259
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
+ custom bool primvars:doNotCastShadows = 1
261
+
262
+ def Material "_FlatColorMaterial"
263
+ {
264
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
+
266
+ def Shader "Shader"
267
+ {
268
+ uniform token info:id = "UsdPreviewSurface"
269
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
+ float inputs:metallic = 0
271
+ float inputs:roughness = 1
272
+ color3f inputs:specularColor = (0, 0, 0)
273
+ token outputs:surface
274
+ }
275
+ }
276
+ }
277
+
278
+ def Mesh "East" (
279
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
+ )
281
+ {
282
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
+ bindMaterialAs = "strongerThanDescendants"
287
+ )
288
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
+ uniform token physics:approximation = "convexHull"
290
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
+ custom bool primvars:doNotCastShadows = 1
292
+
293
+ def Material "_FlatColorMaterial"
294
+ {
295
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
+
297
+ def Shader "Shader"
298
+ {
299
+ uniform token info:id = "UsdPreviewSurface"
300
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
+ float inputs:metallic = 0
302
+ float inputs:roughness = 1
303
+ color3f inputs:specularColor = (0, 0, 0)
304
+ token outputs:surface
305
+ }
306
+ }
307
+ }
308
+ }
309
+
310
+ def Xform "Lights"
311
+ {
312
+ def DomeLight "DomeLight_1"
313
+ {
314
+ float inputs:intensity = 1000
315
+ }
316
+ }
317
+
318
+ def PhysicsScene "PhysicsScene" (
319
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
320
+ )
321
+ {
322
+ vector3f physics:gravityDirection = (0, 0, -1)
323
+ float physics:gravityMagnitude = 9.81
324
+ uniform token physxScene:broadphaseType = "GPU"
325
+ bool physxScene:enableEnhancedDeterminism = 0
326
+ bool physxScene:enableGPUDynamics = 1
327
+ bool physxScene:enableStabilization = 1
328
+ uniform token physxScene:solverType = "TGS"
329
+ uint physxScene:timeStepsPerSecond = 240
330
+ }
331
+
332
+ def Xform "GroundPlane"
333
+ {
334
+ def Mesh "CollisionMesh" (
335
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
336
+ )
337
+ {
338
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
339
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
340
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
341
+ bindMaterialAs = "weakerThanDescendants"
342
+ )
343
+ uniform token physics:approximation = "convexHull"
344
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
345
+ token visibility = "invisible"
346
+ }
347
+
348
+ def "PhysMaterial" (
349
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
350
+ )
351
+ {
352
+ float physics:dynamicFriction = 0.4
353
+ float physics:restitution = 0
354
+ float physics:staticFriction = 0.5
355
+ }
356
+ }
357
+
358
+ def Camera "Camera"
359
+ {
360
+ float2 clippingRange = (0.019542195, 1000)
361
+ float focalLength = 35
362
+ float horizontalAperture = 36
363
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, -2.775557561562892e-17, 0), (-0.1488760414816929, -0.39700277728451444, 0.9056625856802983, 0), (0.317999364001908, 0.8479983040050881, 0.4239991520025441, -0), (0.6214405794279704, 1.65717488593487, 1.069434928503213, 1) )
364
+ uniform token[] xformOpOrder = ["xformOp:transform"]
365
+ }
366
+ }
367
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/light_response/isaac_sim/test_scene.usda CHANGED
@@ -1,357 +1,357 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Shovel"
115
- {
116
- over "bolt_001"
117
- {
118
- over "bolt" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "blade_001"
130
- {
131
- over "blade" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "handle_001"
143
- {
144
- over "handle" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
- bindMaterialAs = "strongerThanDescendants"
169
- )
170
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
- uniform token physics:approximation = "convexHull"
172
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
- custom bool primvars:doNotCastShadows = 1
174
-
175
- def Material "_FlatColorMaterial"
176
- {
177
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
-
179
- def Shader "Shader"
180
- {
181
- uniform token info:id = "UsdPreviewSurface"
182
- color3f inputs:diffuseColor = (0, 0, 0)
183
- float inputs:metallic = 0
184
- float inputs:roughness = 1
185
- color3f inputs:specularColor = (0, 0, 0)
186
- token outputs:surface
187
- }
188
- }
189
- }
190
-
191
- def Mesh "Floor" (
192
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
- )
194
- {
195
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
- uniform token physics:approximation = "convexHull"
200
- bool physics:collisionEnabled = 0
201
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
- custom bool primvars:doNotCastShadows = 1
203
- token visibility = "invisible"
204
- }
205
-
206
- def Mesh "North" (
207
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
- )
209
- {
210
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
- bindMaterialAs = "strongerThanDescendants"
215
- )
216
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
- uniform token physics:approximation = "convexHull"
218
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
- custom bool primvars:doNotCastShadows = 1
220
-
221
- def Material "_FlatColorMaterial"
222
- {
223
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
-
225
- def Shader "Shader"
226
- {
227
- uniform token info:id = "UsdPreviewSurface"
228
- color3f inputs:diffuseColor = (0, 0, 0)
229
- float inputs:metallic = 0
230
- float inputs:roughness = 1
231
- color3f inputs:specularColor = (0, 0, 0)
232
- token outputs:surface
233
- }
234
- }
235
- }
236
-
237
- def Mesh "South" (
238
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
- )
240
- {
241
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
- bindMaterialAs = "strongerThanDescendants"
246
- )
247
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
- uniform token physics:approximation = "convexHull"
249
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
- custom bool primvars:doNotCastShadows = 1
251
-
252
- def Material "_FlatColorMaterial"
253
- {
254
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
-
256
- def Shader "Shader"
257
- {
258
- uniform token info:id = "UsdPreviewSurface"
259
- color3f inputs:diffuseColor = (0, 0, 0)
260
- float inputs:metallic = 0
261
- float inputs:roughness = 1
262
- color3f inputs:specularColor = (0, 0, 0)
263
- token outputs:surface
264
- }
265
- }
266
- }
267
-
268
- def Mesh "West" (
269
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
- )
271
- {
272
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
- bindMaterialAs = "strongerThanDescendants"
277
- )
278
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
- uniform token physics:approximation = "convexHull"
280
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
- custom bool primvars:doNotCastShadows = 1
282
-
283
- def Material "_FlatColorMaterial"
284
- {
285
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
-
287
- def Shader "Shader"
288
- {
289
- uniform token info:id = "UsdPreviewSurface"
290
- color3f inputs:diffuseColor = (0, 0, 0)
291
- float inputs:metallic = 0
292
- float inputs:roughness = 1
293
- color3f inputs:specularColor = (0, 0, 0)
294
- token outputs:surface
295
- }
296
- }
297
- }
298
-
299
- def Mesh "East" (
300
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
- )
302
- {
303
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
- bindMaterialAs = "strongerThanDescendants"
308
- )
309
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
- uniform token physics:approximation = "convexHull"
311
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
- custom bool primvars:doNotCastShadows = 1
313
-
314
- def Material "_FlatColorMaterial"
315
- {
316
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
-
318
- def Shader "Shader"
319
- {
320
- uniform token info:id = "UsdPreviewSurface"
321
- color3f inputs:diffuseColor = (0, 0, 0)
322
- float inputs:metallic = 0
323
- float inputs:roughness = 1
324
- color3f inputs:specularColor = (0, 0, 0)
325
- token outputs:surface
326
- }
327
- }
328
- }
329
- }
330
-
331
- def Xform "Lights"
332
- {
333
- def DistantLight "DistantLight_1"
334
- {
335
- float inputs:angle = 1
336
- float inputs:intensity = 3000
337
- float3 xformOp:rotateXYZ = (45, 0, 90)
338
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
339
- }
340
-
341
- def DomeLight "DomeLight_2"
342
- {
343
- float inputs:intensity = 150
344
- }
345
- }
346
-
347
- def Camera "Camera"
348
- {
349
- float2 clippingRange = (0.011634566, 10000)
350
- float focalLength = 35
351
- float horizontalAperture = 36
352
- float verticalAperture = 36
353
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
354
- uniform token[] xformOpOrder = ["xformOp:transform"]
355
- }
356
- }
357
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Shovel"
115
+ {
116
+ over "bolt_001"
117
+ {
118
+ over "bolt" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "blade_001"
130
+ {
131
+ over "blade" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "handle_001"
143
+ {
144
+ over "handle" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
+ bindMaterialAs = "strongerThanDescendants"
169
+ )
170
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
+ uniform token physics:approximation = "convexHull"
172
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+
175
+ def Material "_FlatColorMaterial"
176
+ {
177
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
+
179
+ def Shader "Shader"
180
+ {
181
+ uniform token info:id = "UsdPreviewSurface"
182
+ color3f inputs:diffuseColor = (0, 0, 0)
183
+ float inputs:metallic = 0
184
+ float inputs:roughness = 1
185
+ color3f inputs:specularColor = (0, 0, 0)
186
+ token outputs:surface
187
+ }
188
+ }
189
+ }
190
+
191
+ def Mesh "Floor" (
192
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
+ )
194
+ {
195
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
+ uniform token physics:approximation = "convexHull"
200
+ bool physics:collisionEnabled = 0
201
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
+ custom bool primvars:doNotCastShadows = 1
203
+ token visibility = "invisible"
204
+ }
205
+
206
+ def Mesh "North" (
207
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
+ )
209
+ {
210
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
+ bindMaterialAs = "strongerThanDescendants"
215
+ )
216
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
+ uniform token physics:approximation = "convexHull"
218
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
+ custom bool primvars:doNotCastShadows = 1
220
+
221
+ def Material "_FlatColorMaterial"
222
+ {
223
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
+
225
+ def Shader "Shader"
226
+ {
227
+ uniform token info:id = "UsdPreviewSurface"
228
+ color3f inputs:diffuseColor = (0, 0, 0)
229
+ float inputs:metallic = 0
230
+ float inputs:roughness = 1
231
+ color3f inputs:specularColor = (0, 0, 0)
232
+ token outputs:surface
233
+ }
234
+ }
235
+ }
236
+
237
+ def Mesh "South" (
238
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
+ )
240
+ {
241
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
+ bindMaterialAs = "strongerThanDescendants"
246
+ )
247
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
+ uniform token physics:approximation = "convexHull"
249
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
+ custom bool primvars:doNotCastShadows = 1
251
+
252
+ def Material "_FlatColorMaterial"
253
+ {
254
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
+
256
+ def Shader "Shader"
257
+ {
258
+ uniform token info:id = "UsdPreviewSurface"
259
+ color3f inputs:diffuseColor = (0, 0, 0)
260
+ float inputs:metallic = 0
261
+ float inputs:roughness = 1
262
+ color3f inputs:specularColor = (0, 0, 0)
263
+ token outputs:surface
264
+ }
265
+ }
266
+ }
267
+
268
+ def Mesh "West" (
269
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
+ )
271
+ {
272
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
+ bindMaterialAs = "strongerThanDescendants"
277
+ )
278
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
+ uniform token physics:approximation = "convexHull"
280
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
+ custom bool primvars:doNotCastShadows = 1
282
+
283
+ def Material "_FlatColorMaterial"
284
+ {
285
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
+
287
+ def Shader "Shader"
288
+ {
289
+ uniform token info:id = "UsdPreviewSurface"
290
+ color3f inputs:diffuseColor = (0, 0, 0)
291
+ float inputs:metallic = 0
292
+ float inputs:roughness = 1
293
+ color3f inputs:specularColor = (0, 0, 0)
294
+ token outputs:surface
295
+ }
296
+ }
297
+ }
298
+
299
+ def Mesh "East" (
300
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
+ )
302
+ {
303
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
+ bindMaterialAs = "strongerThanDescendants"
308
+ )
309
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
+ uniform token physics:approximation = "convexHull"
311
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
+ custom bool primvars:doNotCastShadows = 1
313
+
314
+ def Material "_FlatColorMaterial"
315
+ {
316
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
+
318
+ def Shader "Shader"
319
+ {
320
+ uniform token info:id = "UsdPreviewSurface"
321
+ color3f inputs:diffuseColor = (0, 0, 0)
322
+ float inputs:metallic = 0
323
+ float inputs:roughness = 1
324
+ color3f inputs:specularColor = (0, 0, 0)
325
+ token outputs:surface
326
+ }
327
+ }
328
+ }
329
+ }
330
+
331
+ def Xform "Lights"
332
+ {
333
+ def DistantLight "DistantLight_1"
334
+ {
335
+ float inputs:angle = 1
336
+ float inputs:intensity = 3000
337
+ float3 xformOp:rotateXYZ = (45, 0, 90)
338
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
339
+ }
340
+
341
+ def DomeLight "DomeLight_2"
342
+ {
343
+ float inputs:intensity = 150
344
+ }
345
+ }
346
+
347
+ def Camera "Camera"
348
+ {
349
+ float2 clippingRange = (0.011634566, 10000)
350
+ float focalLength = 35
351
+ float horizontalAperture = 36
352
+ float verticalAperture = 36
353
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
354
+ uniform token[] xformOpOrder = ["xformOp:transform"]
355
+ }
356
+ }
357
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.011634566, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.011634566, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/normals_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,355 +1,355 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Shovel"
115
- {
116
- over "bolt_001"
117
- {
118
- over "bolt" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- uniform bool doubleSided = 1
123
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
124
- bindMaterialAs = "strongerThanDescendants"
125
- )
126
- rel material:binding:physics = None
127
- custom bool singleSided = 0
128
- }
129
- }
130
-
131
- over "blade_001"
132
- {
133
- over "blade" (
134
- prepend apiSchemas = ["MaterialBindingAPI"]
135
- )
136
- {
137
- uniform bool doubleSided = 1
138
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- rel material:binding:physics = None
142
- custom bool singleSided = 0
143
- }
144
- }
145
-
146
- over "handle_001"
147
- {
148
- over "handle" (
149
- prepend apiSchemas = ["MaterialBindingAPI"]
150
- )
151
- {
152
- uniform bool doubleSided = 1
153
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
154
- bindMaterialAs = "strongerThanDescendants"
155
- )
156
- rel material:binding:physics = None
157
- custom bool singleSided = 0
158
- }
159
- }
160
- }
161
- }
162
- }
163
-
164
- def Xform "Room"
165
- {
166
- def Mesh "Bottom" (
167
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
168
- )
169
- {
170
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
171
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
172
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
173
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
174
- bindMaterialAs = "strongerThanDescendants"
175
- )
176
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
177
- uniform token physics:approximation = "convexHull"
178
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
179
- custom bool primvars:doNotCastShadows = 1
180
-
181
- def Material "_FlatColorMaterial"
182
- {
183
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
184
-
185
- def Shader "Shader"
186
- {
187
- uniform token info:id = "UsdPreviewSurface"
188
- color3f inputs:diffuseColor = (1, 1, 1)
189
- float inputs:metallic = 0
190
- float inputs:roughness = 1
191
- color3f inputs:specularColor = (0, 0, 0)
192
- token outputs:surface
193
- }
194
- }
195
- }
196
-
197
- def Mesh "Floor" (
198
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
199
- )
200
- {
201
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
202
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
203
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
204
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
205
- uniform token physics:approximation = "convexHull"
206
- bool physics:collisionEnabled = 0
207
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
208
- custom bool primvars:doNotCastShadows = 1
209
- token visibility = "invisible"
210
- }
211
-
212
- def Mesh "North" (
213
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
- )
215
- {
216
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
217
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
220
- bindMaterialAs = "strongerThanDescendants"
221
- )
222
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
-
227
- def Material "_FlatColorMaterial"
228
- {
229
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
230
-
231
- def Shader "Shader"
232
- {
233
- uniform token info:id = "UsdPreviewSurface"
234
- color3f inputs:diffuseColor = (1, 1, 1)
235
- float inputs:metallic = 0
236
- float inputs:roughness = 1
237
- color3f inputs:specularColor = (0, 0, 0)
238
- token outputs:surface
239
- }
240
- }
241
- }
242
-
243
- def Mesh "South" (
244
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
- )
246
- {
247
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
248
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
251
- bindMaterialAs = "strongerThanDescendants"
252
- )
253
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
254
- uniform token physics:approximation = "convexHull"
255
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
256
- custom bool primvars:doNotCastShadows = 1
257
-
258
- def Material "_FlatColorMaterial"
259
- {
260
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
261
-
262
- def Shader "Shader"
263
- {
264
- uniform token info:id = "UsdPreviewSurface"
265
- color3f inputs:diffuseColor = (1, 1, 1)
266
- float inputs:metallic = 0
267
- float inputs:roughness = 1
268
- color3f inputs:specularColor = (0, 0, 0)
269
- token outputs:surface
270
- }
271
- }
272
- }
273
-
274
- def Mesh "West" (
275
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
276
- )
277
- {
278
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
279
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
280
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
281
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
282
- bindMaterialAs = "strongerThanDescendants"
283
- )
284
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
285
- uniform token physics:approximation = "convexHull"
286
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
287
- custom bool primvars:doNotCastShadows = 1
288
-
289
- def Material "_FlatColorMaterial"
290
- {
291
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
292
-
293
- def Shader "Shader"
294
- {
295
- uniform token info:id = "UsdPreviewSurface"
296
- color3f inputs:diffuseColor = (1, 1, 1)
297
- float inputs:metallic = 0
298
- float inputs:roughness = 1
299
- color3f inputs:specularColor = (0, 0, 0)
300
- token outputs:surface
301
- }
302
- }
303
- }
304
-
305
- def Mesh "East" (
306
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
307
- )
308
- {
309
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
310
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
311
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
312
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
313
- bindMaterialAs = "strongerThanDescendants"
314
- )
315
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
316
- uniform token physics:approximation = "convexHull"
317
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
318
- custom bool primvars:doNotCastShadows = 1
319
-
320
- def Material "_FlatColorMaterial"
321
- {
322
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
323
-
324
- def Shader "Shader"
325
- {
326
- uniform token info:id = "UsdPreviewSurface"
327
- color3f inputs:diffuseColor = (1, 1, 1)
328
- float inputs:metallic = 0
329
- float inputs:roughness = 1
330
- color3f inputs:specularColor = (0, 0, 0)
331
- token outputs:surface
332
- }
333
- }
334
- }
335
- }
336
-
337
- def Xform "Lights"
338
- {
339
- def DomeLight "DomeLight_1"
340
- {
341
- float inputs:intensity = 2000
342
- }
343
- }
344
-
345
- def Camera "Camera"
346
- {
347
- float2 clippingRange = (0.011634566, 10000)
348
- float focalLength = 35
349
- float horizontalAperture = 36
350
- float verticalAperture = 36
351
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
352
- uniform token[] xformOpOrder = ["xformOp:transform"]
353
- }
354
- }
355
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Shovel"
115
+ {
116
+ over "bolt_001"
117
+ {
118
+ over "bolt" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ uniform bool doubleSided = 1
123
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
124
+ bindMaterialAs = "strongerThanDescendants"
125
+ )
126
+ rel material:binding:physics = None
127
+ custom bool singleSided = 0
128
+ }
129
+ }
130
+
131
+ over "blade_001"
132
+ {
133
+ over "blade" (
134
+ prepend apiSchemas = ["MaterialBindingAPI"]
135
+ )
136
+ {
137
+ uniform bool doubleSided = 1
138
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ rel material:binding:physics = None
142
+ custom bool singleSided = 0
143
+ }
144
+ }
145
+
146
+ over "handle_001"
147
+ {
148
+ over "handle" (
149
+ prepend apiSchemas = ["MaterialBindingAPI"]
150
+ )
151
+ {
152
+ uniform bool doubleSided = 1
153
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
154
+ bindMaterialAs = "strongerThanDescendants"
155
+ )
156
+ rel material:binding:physics = None
157
+ custom bool singleSided = 0
158
+ }
159
+ }
160
+ }
161
+ }
162
+ }
163
+
164
+ def Xform "Room"
165
+ {
166
+ def Mesh "Bottom" (
167
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
168
+ )
169
+ {
170
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
171
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
172
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
173
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
174
+ bindMaterialAs = "strongerThanDescendants"
175
+ )
176
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
177
+ uniform token physics:approximation = "convexHull"
178
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
179
+ custom bool primvars:doNotCastShadows = 1
180
+
181
+ def Material "_FlatColorMaterial"
182
+ {
183
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
184
+
185
+ def Shader "Shader"
186
+ {
187
+ uniform token info:id = "UsdPreviewSurface"
188
+ color3f inputs:diffuseColor = (1, 1, 1)
189
+ float inputs:metallic = 0
190
+ float inputs:roughness = 1
191
+ color3f inputs:specularColor = (0, 0, 0)
192
+ token outputs:surface
193
+ }
194
+ }
195
+ }
196
+
197
+ def Mesh "Floor" (
198
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
199
+ )
200
+ {
201
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
202
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
203
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
204
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
205
+ uniform token physics:approximation = "convexHull"
206
+ bool physics:collisionEnabled = 0
207
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
208
+ custom bool primvars:doNotCastShadows = 1
209
+ token visibility = "invisible"
210
+ }
211
+
212
+ def Mesh "North" (
213
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
+ )
215
+ {
216
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
217
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
220
+ bindMaterialAs = "strongerThanDescendants"
221
+ )
222
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+
227
+ def Material "_FlatColorMaterial"
228
+ {
229
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
230
+
231
+ def Shader "Shader"
232
+ {
233
+ uniform token info:id = "UsdPreviewSurface"
234
+ color3f inputs:diffuseColor = (1, 1, 1)
235
+ float inputs:metallic = 0
236
+ float inputs:roughness = 1
237
+ color3f inputs:specularColor = (0, 0, 0)
238
+ token outputs:surface
239
+ }
240
+ }
241
+ }
242
+
243
+ def Mesh "South" (
244
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
+ )
246
+ {
247
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
248
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
251
+ bindMaterialAs = "strongerThanDescendants"
252
+ )
253
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
254
+ uniform token physics:approximation = "convexHull"
255
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
256
+ custom bool primvars:doNotCastShadows = 1
257
+
258
+ def Material "_FlatColorMaterial"
259
+ {
260
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
261
+
262
+ def Shader "Shader"
263
+ {
264
+ uniform token info:id = "UsdPreviewSurface"
265
+ color3f inputs:diffuseColor = (1, 1, 1)
266
+ float inputs:metallic = 0
267
+ float inputs:roughness = 1
268
+ color3f inputs:specularColor = (0, 0, 0)
269
+ token outputs:surface
270
+ }
271
+ }
272
+ }
273
+
274
+ def Mesh "West" (
275
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
276
+ )
277
+ {
278
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
279
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
280
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
281
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
282
+ bindMaterialAs = "strongerThanDescendants"
283
+ )
284
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
285
+ uniform token physics:approximation = "convexHull"
286
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
287
+ custom bool primvars:doNotCastShadows = 1
288
+
289
+ def Material "_FlatColorMaterial"
290
+ {
291
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
292
+
293
+ def Shader "Shader"
294
+ {
295
+ uniform token info:id = "UsdPreviewSurface"
296
+ color3f inputs:diffuseColor = (1, 1, 1)
297
+ float inputs:metallic = 0
298
+ float inputs:roughness = 1
299
+ color3f inputs:specularColor = (0, 0, 0)
300
+ token outputs:surface
301
+ }
302
+ }
303
+ }
304
+
305
+ def Mesh "East" (
306
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
307
+ )
308
+ {
309
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
310
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
311
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
312
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
313
+ bindMaterialAs = "strongerThanDescendants"
314
+ )
315
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
316
+ uniform token physics:approximation = "convexHull"
317
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
318
+ custom bool primvars:doNotCastShadows = 1
319
+
320
+ def Material "_FlatColorMaterial"
321
+ {
322
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
323
+
324
+ def Shader "Shader"
325
+ {
326
+ uniform token info:id = "UsdPreviewSurface"
327
+ color3f inputs:diffuseColor = (1, 1, 1)
328
+ float inputs:metallic = 0
329
+ float inputs:roughness = 1
330
+ color3f inputs:specularColor = (0, 0, 0)
331
+ token outputs:surface
332
+ }
333
+ }
334
+ }
335
+ }
336
+
337
+ def Xform "Lights"
338
+ {
339
+ def DomeLight "DomeLight_1"
340
+ {
341
+ float inputs:intensity = 2000
342
+ }
343
+ }
344
+
345
+ def Camera "Camera"
346
+ {
347
+ float2 clippingRange = (0.011634566, 10000)
348
+ float focalLength = 35
349
+ float horizontalAperture = 36
350
+ float verticalAperture = 36
351
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
352
+ uniform token[] xformOpOrder = ["xformOp:transform"]
353
+ }
354
+ }
355
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/pivot/isaac_sim/test_scene.usda CHANGED
@@ -1,284 +1,284 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Shovel"
115
- {
116
- over "bolt_001"
117
- {
118
- over "bolt" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "blade_001"
130
- {
131
- over "blade" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "handle_001"
143
- {
144
- over "handle" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
168
- uniform token physics:approximation = "convexHull"
169
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
170
- custom bool primvars:doNotCastShadows = 1
171
- }
172
-
173
- def Mesh "Floor" (
174
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
175
- )
176
- {
177
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
178
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
179
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
180
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
181
- bindMaterialAs = "strongerThanDescendants"
182
- )
183
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
184
- uniform token physics:approximation = "convexHull"
185
- bool physics:collisionEnabled = 1
186
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
187
- custom bool primvars:doNotCastShadows = 1
188
-
189
- def Material "_FlatColorMaterial"
190
- {
191
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
192
-
193
- def Shader "Shader"
194
- {
195
- uniform token info:id = "UsdPreviewSurface"
196
- color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
197
- float inputs:metallic = 0
198
- float inputs:roughness = 1
199
- color3f inputs:specularColor = (0, 0, 0)
200
- token outputs:surface
201
- }
202
- }
203
- }
204
-
205
- def Mesh "North" (
206
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
207
- )
208
- {
209
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
210
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
211
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
212
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
213
- uniform token physics:approximation = "convexHull"
214
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
215
- custom bool primvars:doNotCastShadows = 1
216
- }
217
-
218
- def Mesh "South" (
219
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
220
- )
221
- {
222
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
223
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
224
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
225
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
226
- uniform token physics:approximation = "convexHull"
227
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
228
- custom bool primvars:doNotCastShadows = 1
229
- }
230
-
231
- def Mesh "West" (
232
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
233
- )
234
- {
235
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
236
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
237
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
238
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
239
- uniform token physics:approximation = "convexHull"
240
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
241
- custom bool primvars:doNotCastShadows = 1
242
- }
243
-
244
- def Mesh "East" (
245
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
246
- )
247
- {
248
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
249
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
252
- uniform token physics:approximation = "convexHull"
253
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
254
- custom bool primvars:doNotCastShadows = 1
255
- }
256
- }
257
-
258
- def Xform "Lights"
259
- {
260
- def DistantLight "DistantLight_1"
261
- {
262
- float inputs:angle = 1
263
- float inputs:intensity = 3000
264
- float3 xformOp:rotateXYZ = (45, 0, 90)
265
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
266
- }
267
-
268
- def DomeLight "DomeLight_2"
269
- {
270
- float inputs:intensity = 150
271
- }
272
- }
273
-
274
- def Camera "Camera"
275
- {
276
- float2 clippingRange = (0.011634566, 10000)
277
- float focalLength = 35
278
- float horizontalAperture = 36
279
- float verticalAperture = 36
280
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
281
- uniform token[] xformOpOrder = ["xformOp:transform"]
282
- }
283
- }
284
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Shovel"
115
+ {
116
+ over "bolt_001"
117
+ {
118
+ over "bolt" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "blade_001"
130
+ {
131
+ over "blade" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "handle_001"
143
+ {
144
+ over "handle" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
168
+ uniform token physics:approximation = "convexHull"
169
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
170
+ custom bool primvars:doNotCastShadows = 1
171
+ }
172
+
173
+ def Mesh "Floor" (
174
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
175
+ )
176
+ {
177
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
178
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
179
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
180
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
181
+ bindMaterialAs = "strongerThanDescendants"
182
+ )
183
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
184
+ uniform token physics:approximation = "convexHull"
185
+ bool physics:collisionEnabled = 1
186
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
187
+ custom bool primvars:doNotCastShadows = 1
188
+
189
+ def Material "_FlatColorMaterial"
190
+ {
191
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
192
+
193
+ def Shader "Shader"
194
+ {
195
+ uniform token info:id = "UsdPreviewSurface"
196
+ color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
197
+ float inputs:metallic = 0
198
+ float inputs:roughness = 1
199
+ color3f inputs:specularColor = (0, 0, 0)
200
+ token outputs:surface
201
+ }
202
+ }
203
+ }
204
+
205
+ def Mesh "North" (
206
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
207
+ )
208
+ {
209
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
210
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
211
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
212
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
213
+ uniform token physics:approximation = "convexHull"
214
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
215
+ custom bool primvars:doNotCastShadows = 1
216
+ }
217
+
218
+ def Mesh "South" (
219
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
220
+ )
221
+ {
222
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
223
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
224
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
225
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
226
+ uniform token physics:approximation = "convexHull"
227
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
228
+ custom bool primvars:doNotCastShadows = 1
229
+ }
230
+
231
+ def Mesh "West" (
232
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
233
+ )
234
+ {
235
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
236
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
237
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
238
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
239
+ uniform token physics:approximation = "convexHull"
240
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
241
+ custom bool primvars:doNotCastShadows = 1
242
+ }
243
+
244
+ def Mesh "East" (
245
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
246
+ )
247
+ {
248
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
249
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
252
+ uniform token physics:approximation = "convexHull"
253
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
254
+ custom bool primvars:doNotCastShadows = 1
255
+ }
256
+ }
257
+
258
+ def Xform "Lights"
259
+ {
260
+ def DistantLight "DistantLight_1"
261
+ {
262
+ float inputs:angle = 1
263
+ float inputs:intensity = 3000
264
+ float3 xformOp:rotateXYZ = (45, 0, 90)
265
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
266
+ }
267
+
268
+ def DomeLight "DomeLight_2"
269
+ {
270
+ float inputs:intensity = 150
271
+ }
272
+ }
273
+
274
+ def Camera "Camera"
275
+ {
276
+ float2 clippingRange = (0.011634566, 10000)
277
+ float focalLength = 35
278
+ float horizontalAperture = 36
279
+ float verticalAperture = 36
280
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
281
+ uniform token[] xformOpOrder = ["xformOp:transform"]
282
+ }
283
+ }
284
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/presence/isaac_sim/test_scene.usda CHANGED
@@ -1,349 +1,349 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Shovel"
115
- {
116
- over "bolt_001"
117
- {
118
- over "bolt" (
119
- prepend apiSchemas = ["MaterialBindingAPI"]
120
- )
121
- {
122
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
- bindMaterialAs = "strongerThanDescendants"
124
- )
125
- rel material:binding:physics = None
126
- }
127
- }
128
-
129
- over "blade_001"
130
- {
131
- over "blade" (
132
- prepend apiSchemas = ["MaterialBindingAPI"]
133
- )
134
- {
135
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
- bindMaterialAs = "strongerThanDescendants"
137
- )
138
- rel material:binding:physics = None
139
- }
140
- }
141
-
142
- over "handle_001"
143
- {
144
- over "handle" (
145
- prepend apiSchemas = ["MaterialBindingAPI"]
146
- )
147
- {
148
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
- bindMaterialAs = "strongerThanDescendants"
150
- )
151
- rel material:binding:physics = None
152
- }
153
- }
154
- }
155
- }
156
- }
157
-
158
- def Xform "Room"
159
- {
160
- def Mesh "Bottom" (
161
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
- )
163
- {
164
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
- bindMaterialAs = "strongerThanDescendants"
169
- )
170
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
- uniform token physics:approximation = "convexHull"
172
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
- custom bool primvars:doNotCastShadows = 1
174
-
175
- def Material "_FlatColorMaterial"
176
- {
177
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
-
179
- def Shader "Shader"
180
- {
181
- uniform token info:id = "UsdPreviewSurface"
182
- color3f inputs:diffuseColor = (1, 1, 1)
183
- float inputs:metallic = 0
184
- float inputs:roughness = 1
185
- color3f inputs:specularColor = (0, 0, 0)
186
- token outputs:surface
187
- }
188
- }
189
- }
190
-
191
- def Mesh "Floor" (
192
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
- )
194
- {
195
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
- uniform token physics:approximation = "convexHull"
200
- bool physics:collisionEnabled = 0
201
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
- custom bool primvars:doNotCastShadows = 1
203
- token visibility = "invisible"
204
- }
205
-
206
- def Mesh "North" (
207
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
- )
209
- {
210
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
- bindMaterialAs = "strongerThanDescendants"
215
- )
216
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
- uniform token physics:approximation = "convexHull"
218
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
- custom bool primvars:doNotCastShadows = 1
220
-
221
- def Material "_FlatColorMaterial"
222
- {
223
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
-
225
- def Shader "Shader"
226
- {
227
- uniform token info:id = "UsdPreviewSurface"
228
- color3f inputs:diffuseColor = (1, 1, 1)
229
- float inputs:metallic = 0
230
- float inputs:roughness = 1
231
- color3f inputs:specularColor = (0, 0, 0)
232
- token outputs:surface
233
- }
234
- }
235
- }
236
-
237
- def Mesh "South" (
238
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
- )
240
- {
241
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
- bindMaterialAs = "strongerThanDescendants"
246
- )
247
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
- uniform token physics:approximation = "convexHull"
249
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
- custom bool primvars:doNotCastShadows = 1
251
-
252
- def Material "_FlatColorMaterial"
253
- {
254
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
-
256
- def Shader "Shader"
257
- {
258
- uniform token info:id = "UsdPreviewSurface"
259
- color3f inputs:diffuseColor = (1, 1, 1)
260
- float inputs:metallic = 0
261
- float inputs:roughness = 1
262
- color3f inputs:specularColor = (0, 0, 0)
263
- token outputs:surface
264
- }
265
- }
266
- }
267
-
268
- def Mesh "West" (
269
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
- )
271
- {
272
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
- bindMaterialAs = "strongerThanDescendants"
277
- )
278
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
- uniform token physics:approximation = "convexHull"
280
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
- custom bool primvars:doNotCastShadows = 1
282
-
283
- def Material "_FlatColorMaterial"
284
- {
285
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
-
287
- def Shader "Shader"
288
- {
289
- uniform token info:id = "UsdPreviewSurface"
290
- color3f inputs:diffuseColor = (1, 1, 1)
291
- float inputs:metallic = 0
292
- float inputs:roughness = 1
293
- color3f inputs:specularColor = (0, 0, 0)
294
- token outputs:surface
295
- }
296
- }
297
- }
298
-
299
- def Mesh "East" (
300
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
- )
302
- {
303
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
- bindMaterialAs = "strongerThanDescendants"
308
- )
309
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
- uniform token physics:approximation = "convexHull"
311
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
- custom bool primvars:doNotCastShadows = 1
313
-
314
- def Material "_FlatColorMaterial"
315
- {
316
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
-
318
- def Shader "Shader"
319
- {
320
- uniform token info:id = "UsdPreviewSurface"
321
- color3f inputs:diffuseColor = (1, 1, 1)
322
- float inputs:metallic = 0
323
- float inputs:roughness = 1
324
- color3f inputs:specularColor = (0, 0, 0)
325
- token outputs:surface
326
- }
327
- }
328
- }
329
- }
330
-
331
- def Xform "Lights"
332
- {
333
- def DomeLight "DomeLight_1"
334
- {
335
- float inputs:intensity = 1000
336
- }
337
- }
338
-
339
- def Camera "Camera"
340
- {
341
- float2 clippingRange = (0.011634566, 10000)
342
- float focalLength = 35
343
- float horizontalAperture = 36
344
- float verticalAperture = 36
345
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
346
- uniform token[] xformOpOrder = ["xformOp:transform"]
347
- }
348
- }
349
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Shovel"
115
+ {
116
+ over "bolt_001"
117
+ {
118
+ over "bolt" (
119
+ prepend apiSchemas = ["MaterialBindingAPI"]
120
+ )
121
+ {
122
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
123
+ bindMaterialAs = "strongerThanDescendants"
124
+ )
125
+ rel material:binding:physics = None
126
+ }
127
+ }
128
+
129
+ over "blade_001"
130
+ {
131
+ over "blade" (
132
+ prepend apiSchemas = ["MaterialBindingAPI"]
133
+ )
134
+ {
135
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
136
+ bindMaterialAs = "strongerThanDescendants"
137
+ )
138
+ rel material:binding:physics = None
139
+ }
140
+ }
141
+
142
+ over "handle_001"
143
+ {
144
+ over "handle" (
145
+ prepend apiSchemas = ["MaterialBindingAPI"]
146
+ )
147
+ {
148
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
149
+ bindMaterialAs = "strongerThanDescendants"
150
+ )
151
+ rel material:binding:physics = None
152
+ }
153
+ }
154
+ }
155
+ }
156
+ }
157
+
158
+ def Xform "Room"
159
+ {
160
+ def Mesh "Bottom" (
161
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
162
+ )
163
+ {
164
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
165
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
166
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
167
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
168
+ bindMaterialAs = "strongerThanDescendants"
169
+ )
170
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
171
+ uniform token physics:approximation = "convexHull"
172
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+
175
+ def Material "_FlatColorMaterial"
176
+ {
177
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
178
+
179
+ def Shader "Shader"
180
+ {
181
+ uniform token info:id = "UsdPreviewSurface"
182
+ color3f inputs:diffuseColor = (1, 1, 1)
183
+ float inputs:metallic = 0
184
+ float inputs:roughness = 1
185
+ color3f inputs:specularColor = (0, 0, 0)
186
+ token outputs:surface
187
+ }
188
+ }
189
+ }
190
+
191
+ def Mesh "Floor" (
192
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
193
+ )
194
+ {
195
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
196
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
197
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
198
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
199
+ uniform token physics:approximation = "convexHull"
200
+ bool physics:collisionEnabled = 0
201
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
202
+ custom bool primvars:doNotCastShadows = 1
203
+ token visibility = "invisible"
204
+ }
205
+
206
+ def Mesh "North" (
207
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
208
+ )
209
+ {
210
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
211
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
212
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
213
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
214
+ bindMaterialAs = "strongerThanDescendants"
215
+ )
216
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
217
+ uniform token physics:approximation = "convexHull"
218
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
219
+ custom bool primvars:doNotCastShadows = 1
220
+
221
+ def Material "_FlatColorMaterial"
222
+ {
223
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
224
+
225
+ def Shader "Shader"
226
+ {
227
+ uniform token info:id = "UsdPreviewSurface"
228
+ color3f inputs:diffuseColor = (1, 1, 1)
229
+ float inputs:metallic = 0
230
+ float inputs:roughness = 1
231
+ color3f inputs:specularColor = (0, 0, 0)
232
+ token outputs:surface
233
+ }
234
+ }
235
+ }
236
+
237
+ def Mesh "South" (
238
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
239
+ )
240
+ {
241
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
242
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
243
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
244
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
245
+ bindMaterialAs = "strongerThanDescendants"
246
+ )
247
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
248
+ uniform token physics:approximation = "convexHull"
249
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
250
+ custom bool primvars:doNotCastShadows = 1
251
+
252
+ def Material "_FlatColorMaterial"
253
+ {
254
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
255
+
256
+ def Shader "Shader"
257
+ {
258
+ uniform token info:id = "UsdPreviewSurface"
259
+ color3f inputs:diffuseColor = (1, 1, 1)
260
+ float inputs:metallic = 0
261
+ float inputs:roughness = 1
262
+ color3f inputs:specularColor = (0, 0, 0)
263
+ token outputs:surface
264
+ }
265
+ }
266
+ }
267
+
268
+ def Mesh "West" (
269
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
270
+ )
271
+ {
272
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
273
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
274
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
275
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
276
+ bindMaterialAs = "strongerThanDescendants"
277
+ )
278
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
279
+ uniform token physics:approximation = "convexHull"
280
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
281
+ custom bool primvars:doNotCastShadows = 1
282
+
283
+ def Material "_FlatColorMaterial"
284
+ {
285
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
286
+
287
+ def Shader "Shader"
288
+ {
289
+ uniform token info:id = "UsdPreviewSurface"
290
+ color3f inputs:diffuseColor = (1, 1, 1)
291
+ float inputs:metallic = 0
292
+ float inputs:roughness = 1
293
+ color3f inputs:specularColor = (0, 0, 0)
294
+ token outputs:surface
295
+ }
296
+ }
297
+ }
298
+
299
+ def Mesh "East" (
300
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
301
+ )
302
+ {
303
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
304
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
305
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
306
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
307
+ bindMaterialAs = "strongerThanDescendants"
308
+ )
309
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
310
+ uniform token physics:approximation = "convexHull"
311
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
312
+ custom bool primvars:doNotCastShadows = 1
313
+
314
+ def Material "_FlatColorMaterial"
315
+ {
316
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
317
+
318
+ def Shader "Shader"
319
+ {
320
+ uniform token info:id = "UsdPreviewSurface"
321
+ color3f inputs:diffuseColor = (1, 1, 1)
322
+ float inputs:metallic = 0
323
+ float inputs:roughness = 1
324
+ color3f inputs:specularColor = (0, 0, 0)
325
+ token outputs:surface
326
+ }
327
+ }
328
+ }
329
+ }
330
+
331
+ def Xform "Lights"
332
+ {
333
+ def DomeLight "DomeLight_1"
334
+ {
335
+ float inputs:intensity = 1000
336
+ }
337
+ }
338
+
339
+ def Camera "Camera"
340
+ {
341
+ float2 clippingRange = (0.011634566, 10000)
342
+ float focalLength = 35
343
+ float horizontalAperture = 36
344
+ float verticalAperture = 36
345
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
346
+ uniform token[] xformOpOrder = ["xformOp:transform"]
347
+ }
348
+ }
349
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.011634566, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.011634566, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda CHANGED
@@ -1,293 +1,293 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
97
- )
98
- {
99
- }
100
- }
101
-
102
- def Xform "Room"
103
- {
104
- def Mesh "Bottom" (
105
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
- )
107
- {
108
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
- bindMaterialAs = "strongerThanDescendants"
113
- )
114
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
- uniform token physics:approximation = "convexHull"
116
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
- custom bool primvars:doNotCastShadows = 1
118
-
119
- def Material "_FlatColorMaterial"
120
- {
121
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
-
123
- def Shader "Shader"
124
- {
125
- uniform token info:id = "UsdPreviewSurface"
126
- color3f inputs:diffuseColor = (1, 1, 1)
127
- float inputs:metallic = 0
128
- float inputs:roughness = 1
129
- color3f inputs:specularColor = (0, 0, 0)
130
- token outputs:surface
131
- }
132
- }
133
- }
134
-
135
- def Mesh "Floor" (
136
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
- )
138
- {
139
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
- uniform token physics:approximation = "convexHull"
144
- bool physics:collisionEnabled = 0
145
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
- custom bool primvars:doNotCastShadows = 1
147
- token visibility = "invisible"
148
- }
149
-
150
- def Mesh "North" (
151
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
- )
153
- {
154
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
- bindMaterialAs = "strongerThanDescendants"
159
- )
160
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
- uniform token physics:approximation = "convexHull"
162
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
- custom bool primvars:doNotCastShadows = 1
164
-
165
- def Material "_FlatColorMaterial"
166
- {
167
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
-
169
- def Shader "Shader"
170
- {
171
- uniform token info:id = "UsdPreviewSurface"
172
- color3f inputs:diffuseColor = (1, 1, 1)
173
- float inputs:metallic = 0
174
- float inputs:roughness = 1
175
- color3f inputs:specularColor = (0, 0, 0)
176
- token outputs:surface
177
- }
178
- }
179
- }
180
-
181
- def Mesh "South" (
182
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
- )
184
- {
185
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
- bindMaterialAs = "strongerThanDescendants"
190
- )
191
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
- uniform token physics:approximation = "convexHull"
193
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
- custom bool primvars:doNotCastShadows = 1
195
-
196
- def Material "_FlatColorMaterial"
197
- {
198
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
-
200
- def Shader "Shader"
201
- {
202
- uniform token info:id = "UsdPreviewSurface"
203
- color3f inputs:diffuseColor = (1, 1, 1)
204
- float inputs:metallic = 0
205
- float inputs:roughness = 1
206
- color3f inputs:specularColor = (0, 0, 0)
207
- token outputs:surface
208
- }
209
- }
210
- }
211
-
212
- def Mesh "West" (
213
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
- )
215
- {
216
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
- bindMaterialAs = "strongerThanDescendants"
221
- )
222
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
-
227
- def Material "_FlatColorMaterial"
228
- {
229
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
-
231
- def Shader "Shader"
232
- {
233
- uniform token info:id = "UsdPreviewSurface"
234
- color3f inputs:diffuseColor = (1, 1, 1)
235
- float inputs:metallic = 0
236
- float inputs:roughness = 1
237
- color3f inputs:specularColor = (0, 0, 0)
238
- token outputs:surface
239
- }
240
- }
241
- }
242
-
243
- def Mesh "East" (
244
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
- )
246
- {
247
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
- bindMaterialAs = "strongerThanDescendants"
252
- )
253
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
- uniform token physics:approximation = "convexHull"
255
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
- custom bool primvars:doNotCastShadows = 1
257
-
258
- def Material "_FlatColorMaterial"
259
- {
260
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
-
262
- def Shader "Shader"
263
- {
264
- uniform token info:id = "UsdPreviewSurface"
265
- color3f inputs:diffuseColor = (1, 1, 1)
266
- float inputs:metallic = 0
267
- float inputs:roughness = 1
268
- color3f inputs:specularColor = (0, 0, 0)
269
- token outputs:surface
270
- }
271
- }
272
- }
273
- }
274
-
275
- def Xform "Lights"
276
- {
277
- def DomeLight "DomeLight_1"
278
- {
279
- float inputs:intensity = 1000
280
- }
281
- }
282
-
283
- def Camera "Camera"
284
- {
285
- float2 clippingRange = (0.011634566, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
290
- uniform token[] xformOpOrder = ["xformOp:transform"]
291
- }
292
- }
293
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
97
+ )
98
+ {
99
+ }
100
+ }
101
+
102
+ def Xform "Room"
103
+ {
104
+ def Mesh "Bottom" (
105
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
+ )
107
+ {
108
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
+ bindMaterialAs = "strongerThanDescendants"
113
+ )
114
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
+ uniform token physics:approximation = "convexHull"
116
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
+ custom bool primvars:doNotCastShadows = 1
118
+
119
+ def Material "_FlatColorMaterial"
120
+ {
121
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
+
123
+ def Shader "Shader"
124
+ {
125
+ uniform token info:id = "UsdPreviewSurface"
126
+ color3f inputs:diffuseColor = (1, 1, 1)
127
+ float inputs:metallic = 0
128
+ float inputs:roughness = 1
129
+ color3f inputs:specularColor = (0, 0, 0)
130
+ token outputs:surface
131
+ }
132
+ }
133
+ }
134
+
135
+ def Mesh "Floor" (
136
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
+ )
138
+ {
139
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
+ uniform token physics:approximation = "convexHull"
144
+ bool physics:collisionEnabled = 0
145
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+ token visibility = "invisible"
148
+ }
149
+
150
+ def Mesh "North" (
151
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
+ )
153
+ {
154
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
+ bindMaterialAs = "strongerThanDescendants"
159
+ )
160
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
+ uniform token physics:approximation = "convexHull"
162
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
+ custom bool primvars:doNotCastShadows = 1
164
+
165
+ def Material "_FlatColorMaterial"
166
+ {
167
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
+
169
+ def Shader "Shader"
170
+ {
171
+ uniform token info:id = "UsdPreviewSurface"
172
+ color3f inputs:diffuseColor = (1, 1, 1)
173
+ float inputs:metallic = 0
174
+ float inputs:roughness = 1
175
+ color3f inputs:specularColor = (0, 0, 0)
176
+ token outputs:surface
177
+ }
178
+ }
179
+ }
180
+
181
+ def Mesh "South" (
182
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
+ )
184
+ {
185
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
+ bindMaterialAs = "strongerThanDescendants"
190
+ )
191
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
+ uniform token physics:approximation = "convexHull"
193
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
+ custom bool primvars:doNotCastShadows = 1
195
+
196
+ def Material "_FlatColorMaterial"
197
+ {
198
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
+
200
+ def Shader "Shader"
201
+ {
202
+ uniform token info:id = "UsdPreviewSurface"
203
+ color3f inputs:diffuseColor = (1, 1, 1)
204
+ float inputs:metallic = 0
205
+ float inputs:roughness = 1
206
+ color3f inputs:specularColor = (0, 0, 0)
207
+ token outputs:surface
208
+ }
209
+ }
210
+ }
211
+
212
+ def Mesh "West" (
213
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
+ )
215
+ {
216
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
+ bindMaterialAs = "strongerThanDescendants"
221
+ )
222
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+
227
+ def Material "_FlatColorMaterial"
228
+ {
229
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
+
231
+ def Shader "Shader"
232
+ {
233
+ uniform token info:id = "UsdPreviewSurface"
234
+ color3f inputs:diffuseColor = (1, 1, 1)
235
+ float inputs:metallic = 0
236
+ float inputs:roughness = 1
237
+ color3f inputs:specularColor = (0, 0, 0)
238
+ token outputs:surface
239
+ }
240
+ }
241
+ }
242
+
243
+ def Mesh "East" (
244
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
+ )
246
+ {
247
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
+ bindMaterialAs = "strongerThanDescendants"
252
+ )
253
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
+ uniform token physics:approximation = "convexHull"
255
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
+ custom bool primvars:doNotCastShadows = 1
257
+
258
+ def Material "_FlatColorMaterial"
259
+ {
260
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
+
262
+ def Shader "Shader"
263
+ {
264
+ uniform token info:id = "UsdPreviewSurface"
265
+ color3f inputs:diffuseColor = (1, 1, 1)
266
+ float inputs:metallic = 0
267
+ float inputs:roughness = 1
268
+ color3f inputs:specularColor = (0, 0, 0)
269
+ token outputs:surface
270
+ }
271
+ }
272
+ }
273
+ }
274
+
275
+ def Xform "Lights"
276
+ {
277
+ def DomeLight "DomeLight_1"
278
+ {
279
+ float inputs:intensity = 1000
280
+ }
281
+ }
282
+
283
+ def Camera "Camera"
284
+ {
285
+ float2 clippingRange = (0.011634566, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690445, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845144, 0.9056625856802983, 0), (0.3179993640019079, 0.8479983040050881, 0.42399915200254407, -0), (0.3699784503939572, 0.986609201050553, 0.5346630118373797, 1) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/631e7b35af71/.simready/runtime/slope_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,432 +1,432 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (-0, -3.8294725686386015, 9.753032774687826)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/shovel/simready_usd/shovel.usd@
100
- )
101
- {
102
- over "Shovel" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (0.000055894685, -0.17471275, 0.0227255)
108
- float3 physics:diagonalInertia = (0.08404343, 0.0023397524, 0.086258486)
109
- float physics:mass = 1.1067516
110
- quatf physics:principalAxes = (0.9994872, 0.032022484, -0.000020115209, 0.00006329475)
111
- vector3f physics:velocity = (0, 0, -0.12262501)
112
- quatf xformOp:orient = (1, 0, 0, 0)
113
- float3 xformOp:scale = (1, 1, 1)
114
- float3 xformOp:translate = (-7.275958e-12, 2.682952e-8, -0.0010224292)
115
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
- }
117
- }
118
- }
119
-
120
- def Xform "Room"
121
- {
122
- def Mesh "Bottom" (
123
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
- )
125
- {
126
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
- bindMaterialAs = "strongerThanDescendants"
131
- )
132
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
- uniform token physics:approximation = "convexHull"
134
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
- custom bool primvars:doNotCastShadows = 1
136
-
137
- def Material "_FlatColorMaterial"
138
- {
139
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
-
141
- def Shader "Shader"
142
- {
143
- uniform token info:id = "UsdPreviewSurface"
144
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
- float inputs:metallic = 0
146
- float inputs:roughness = 1
147
- color3f inputs:specularColor = (0, 0, 0)
148
- token outputs:surface
149
- }
150
- }
151
- }
152
-
153
- def Mesh "Floor" (
154
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
- )
156
- {
157
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
- bindMaterialAs = "strongerThanDescendants"
162
- )
163
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
- uniform token physics:approximation = "convexHull"
165
- bool physics:collisionEnabled = 1
166
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
- custom bool primvars:doNotCastShadows = 1
168
-
169
- def Material "_FlatColorMaterial"
170
- {
171
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
-
173
- def Shader "Shader"
174
- {
175
- uniform token info:id = "UsdPreviewSurface"
176
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
- float inputs:metallic = 0
178
- float inputs:roughness = 1
179
- color3f inputs:specularColor = (0, 0, 0)
180
- token outputs:surface
181
- }
182
- }
183
- }
184
-
185
- def Mesh "North" (
186
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
- )
188
- {
189
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
- bindMaterialAs = "strongerThanDescendants"
194
- )
195
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
- uniform token physics:approximation = "convexHull"
197
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
- custom bool primvars:doNotCastShadows = 1
199
-
200
- def Material "_FlatColorMaterial"
201
- {
202
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
-
204
- def Shader "Shader"
205
- {
206
- uniform token info:id = "UsdPreviewSurface"
207
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
- float inputs:metallic = 0
209
- float inputs:roughness = 1
210
- color3f inputs:specularColor = (0, 0, 0)
211
- token outputs:surface
212
- }
213
- }
214
- }
215
-
216
- def Mesh "South" (
217
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
- )
219
- {
220
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
- bindMaterialAs = "strongerThanDescendants"
225
- )
226
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
- uniform token physics:approximation = "convexHull"
228
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
- custom bool primvars:doNotCastShadows = 1
230
-
231
- def Material "_FlatColorMaterial"
232
- {
233
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
-
235
- def Shader "Shader"
236
- {
237
- uniform token info:id = "UsdPreviewSurface"
238
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
- float inputs:metallic = 0
240
- float inputs:roughness = 1
241
- color3f inputs:specularColor = (0, 0, 0)
242
- token outputs:surface
243
- }
244
- }
245
- }
246
-
247
- def Mesh "West" (
248
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
- )
250
- {
251
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
- bindMaterialAs = "strongerThanDescendants"
256
- )
257
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
- uniform token physics:approximation = "convexHull"
259
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
- custom bool primvars:doNotCastShadows = 1
261
-
262
- def Material "_FlatColorMaterial"
263
- {
264
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
-
266
- def Shader "Shader"
267
- {
268
- uniform token info:id = "UsdPreviewSurface"
269
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
- float inputs:metallic = 0
271
- float inputs:roughness = 1
272
- color3f inputs:specularColor = (0, 0, 0)
273
- token outputs:surface
274
- }
275
- }
276
- }
277
-
278
- def Mesh "East" (
279
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
- )
281
- {
282
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
- bindMaterialAs = "strongerThanDescendants"
287
- )
288
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
- uniform token physics:approximation = "convexHull"
290
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
- custom bool primvars:doNotCastShadows = 1
292
-
293
- def Material "_FlatColorMaterial"
294
- {
295
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
-
297
- def Shader "Shader"
298
- {
299
- uniform token info:id = "UsdPreviewSurface"
300
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
- float inputs:metallic = 0
302
- float inputs:roughness = 1
303
- color3f inputs:specularColor = (0, 0, 0)
304
- token outputs:surface
305
- }
306
- }
307
- }
308
-
309
- def Mesh "Slope" (
310
- prepend apiSchemas = ["MaterialBindingAPI"]
311
- )
312
- {
313
- float3[] extent = [(-1, -1, -1), (1, 1, 0)]
314
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
315
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
316
- rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
317
- bindMaterialAs = "strongerThanDescendants"
318
- )
319
- point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
320
- custom bool primvars:doNotCastShadows = 1
321
- float xformOp:rotateX = 45
322
- float xformOp:rotateZ = 180
323
- float3 xformOp:scale = (50, 7.736703, 0.09670879)
324
- double3 xformOp:translate = (0, 0, 5.315941039675018)
325
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
326
-
327
- def Material "_FlatColorMaterial"
328
- {
329
- token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
330
-
331
- def Shader "Shader"
332
- {
333
- uniform token info:id = "UsdPreviewSurface"
334
- color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
335
- float inputs:metallic = 0
336
- float inputs:roughness = 1
337
- color3f inputs:specularColor = (0, 0, 0)
338
- token outputs:surface
339
- }
340
- }
341
-
342
- def "PhysMaterial" (
343
- prepend apiSchemas = ["PhysicsMaterialAPI"]
344
- )
345
- {
346
- float physics:dynamicFriction = 0.4
347
- float physics:restitution = 0
348
- float physics:staticFriction = 0.5
349
- }
350
- }
351
-
352
- def Xform "SlopeCollision"
353
- {
354
- float xformOp:rotateX = 45
355
- float xformOp:rotateZ = 180
356
- double3 xformOp:translate = (0, 0, 5.315941039675018)
357
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
358
-
359
- def Cube "Box" (
360
- prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
361
- )
362
- {
363
- rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
364
- bindMaterialAs = "weakerThanDescendants"
365
- )
366
- double size = 1
367
- token visibility = "invisible"
368
- float3 xformOp:scale = (100, 15.473406, 0.09670879)
369
- double3 xformOp:translate = (0, 0, -0.04835439324378968)
370
- uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
371
- }
372
- }
373
- }
374
-
375
- def Xform "Lights"
376
- {
377
- def DomeLight "DomeLight_1"
378
- {
379
- float inputs:intensity = 1000
380
- }
381
- }
382
-
383
- def PhysicsScene "PhysicsScene" (
384
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
385
- )
386
- {
387
- vector3f physics:gravityDirection = (0, 0, -1)
388
- float physics:gravityMagnitude = 9.81
389
- uniform token physxScene:broadphaseType = "GPU"
390
- bool physxScene:enableEnhancedDeterminism = 0
391
- bool physxScene:enableGPUDynamics = 1
392
- bool physxScene:enableStabilization = 1
393
- uniform token physxScene:solverType = "TGS"
394
- uint physxScene:timeStepsPerSecond = 240
395
- }
396
-
397
- def Xform "GroundPlane"
398
- {
399
- def Mesh "CollisionMesh" (
400
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
401
- )
402
- {
403
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
404
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
405
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
406
- bindMaterialAs = "weakerThanDescendants"
407
- )
408
- uniform token physics:approximation = "convexHull"
409
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
410
- token visibility = "invisible"
411
- }
412
-
413
- def "PhysMaterial" (
414
- prepend apiSchemas = ["PhysicsMaterialAPI"]
415
- )
416
- {
417
- float physics:dynamicFriction = 0.4
418
- float physics:restitution = 0
419
- float physics:staticFriction = 0.5
420
- }
421
- }
422
-
423
- def Camera "Camera"
424
- {
425
- float2 clippingRange = (0.019542197, 1000)
426
- float focalLength = 35
427
- float horizontalAperture = 36
428
- matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.19611613513818452, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.1961161351381845, 0), (-1.9162699671138141, -3.8294725552238424, 10.177133964819227, 1) )
429
- uniform token[] xformOpOrder = ["xformOp:transform"]
430
- }
431
- }
432
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (-0, -3.8294725686386015, 9.753032774687826)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/shovel/simready_usd/shovel.usd@
100
+ )
101
+ {
102
+ over "Shovel" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (0.000055894685, -0.17471275, 0.0227255)
108
+ float3 physics:diagonalInertia = (0.08404343, 0.0023397524, 0.086258486)
109
+ float physics:mass = 1.1067516
110
+ quatf physics:principalAxes = (0.9994872, 0.032022484, -0.000020115209, 0.00006329475)
111
+ vector3f physics:velocity = (0, 0, -0.12262501)
112
+ quatf xformOp:orient = (1, 0, 0, 0)
113
+ float3 xformOp:scale = (1, 1, 1)
114
+ float3 xformOp:translate = (-7.275958e-12, 2.682952e-8, -0.0010224292)
115
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
116
+ }
117
+ }
118
+ }
119
+
120
+ def Xform "Room"
121
+ {
122
+ def Mesh "Bottom" (
123
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
124
+ )
125
+ {
126
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
127
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
128
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
129
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
130
+ bindMaterialAs = "strongerThanDescendants"
131
+ )
132
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
133
+ uniform token physics:approximation = "convexHull"
134
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
135
+ custom bool primvars:doNotCastShadows = 1
136
+
137
+ def Material "_FlatColorMaterial"
138
+ {
139
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
140
+
141
+ def Shader "Shader"
142
+ {
143
+ uniform token info:id = "UsdPreviewSurface"
144
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
145
+ float inputs:metallic = 0
146
+ float inputs:roughness = 1
147
+ color3f inputs:specularColor = (0, 0, 0)
148
+ token outputs:surface
149
+ }
150
+ }
151
+ }
152
+
153
+ def Mesh "Floor" (
154
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
155
+ )
156
+ {
157
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
158
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
159
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
160
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
161
+ bindMaterialAs = "strongerThanDescendants"
162
+ )
163
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
164
+ uniform token physics:approximation = "convexHull"
165
+ bool physics:collisionEnabled = 1
166
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
167
+ custom bool primvars:doNotCastShadows = 1
168
+
169
+ def Material "_FlatColorMaterial"
170
+ {
171
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
172
+
173
+ def Shader "Shader"
174
+ {
175
+ uniform token info:id = "UsdPreviewSurface"
176
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
177
+ float inputs:metallic = 0
178
+ float inputs:roughness = 1
179
+ color3f inputs:specularColor = (0, 0, 0)
180
+ token outputs:surface
181
+ }
182
+ }
183
+ }
184
+
185
+ def Mesh "North" (
186
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
187
+ )
188
+ {
189
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
190
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
191
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
192
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
193
+ bindMaterialAs = "strongerThanDescendants"
194
+ )
195
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
196
+ uniform token physics:approximation = "convexHull"
197
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
198
+ custom bool primvars:doNotCastShadows = 1
199
+
200
+ def Material "_FlatColorMaterial"
201
+ {
202
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
203
+
204
+ def Shader "Shader"
205
+ {
206
+ uniform token info:id = "UsdPreviewSurface"
207
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
208
+ float inputs:metallic = 0
209
+ float inputs:roughness = 1
210
+ color3f inputs:specularColor = (0, 0, 0)
211
+ token outputs:surface
212
+ }
213
+ }
214
+ }
215
+
216
+ def Mesh "South" (
217
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
218
+ )
219
+ {
220
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
221
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
222
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
223
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
224
+ bindMaterialAs = "strongerThanDescendants"
225
+ )
226
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
227
+ uniform token physics:approximation = "convexHull"
228
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
229
+ custom bool primvars:doNotCastShadows = 1
230
+
231
+ def Material "_FlatColorMaterial"
232
+ {
233
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
234
+
235
+ def Shader "Shader"
236
+ {
237
+ uniform token info:id = "UsdPreviewSurface"
238
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
239
+ float inputs:metallic = 0
240
+ float inputs:roughness = 1
241
+ color3f inputs:specularColor = (0, 0, 0)
242
+ token outputs:surface
243
+ }
244
+ }
245
+ }
246
+
247
+ def Mesh "West" (
248
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
249
+ )
250
+ {
251
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
252
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
253
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
254
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
255
+ bindMaterialAs = "strongerThanDescendants"
256
+ )
257
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
258
+ uniform token physics:approximation = "convexHull"
259
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
260
+ custom bool primvars:doNotCastShadows = 1
261
+
262
+ def Material "_FlatColorMaterial"
263
+ {
264
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
265
+
266
+ def Shader "Shader"
267
+ {
268
+ uniform token info:id = "UsdPreviewSurface"
269
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
270
+ float inputs:metallic = 0
271
+ float inputs:roughness = 1
272
+ color3f inputs:specularColor = (0, 0, 0)
273
+ token outputs:surface
274
+ }
275
+ }
276
+ }
277
+
278
+ def Mesh "East" (
279
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
280
+ )
281
+ {
282
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
283
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
284
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
285
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
286
+ bindMaterialAs = "strongerThanDescendants"
287
+ )
288
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
289
+ uniform token physics:approximation = "convexHull"
290
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
291
+ custom bool primvars:doNotCastShadows = 1
292
+
293
+ def Material "_FlatColorMaterial"
294
+ {
295
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
296
+
297
+ def Shader "Shader"
298
+ {
299
+ uniform token info:id = "UsdPreviewSurface"
300
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
301
+ float inputs:metallic = 0
302
+ float inputs:roughness = 1
303
+ color3f inputs:specularColor = (0, 0, 0)
304
+ token outputs:surface
305
+ }
306
+ }
307
+ }
308
+
309
+ def Mesh "Slope" (
310
+ prepend apiSchemas = ["MaterialBindingAPI"]
311
+ )
312
+ {
313
+ float3[] extent = [(-1, -1, -1), (1, 1, 0)]
314
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
315
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
316
+ rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
317
+ bindMaterialAs = "strongerThanDescendants"
318
+ )
319
+ point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
320
+ custom bool primvars:doNotCastShadows = 1
321
+ float xformOp:rotateX = 45
322
+ float xformOp:rotateZ = 180
323
+ float3 xformOp:scale = (50, 7.736703, 0.09670879)
324
+ double3 xformOp:translate = (0, 0, 5.315941039675018)
325
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
326
+
327
+ def Material "_FlatColorMaterial"
328
+ {
329
+ token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
330
+
331
+ def Shader "Shader"
332
+ {
333
+ uniform token info:id = "UsdPreviewSurface"
334
+ color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
335
+ float inputs:metallic = 0
336
+ float inputs:roughness = 1
337
+ color3f inputs:specularColor = (0, 0, 0)
338
+ token outputs:surface
339
+ }
340
+ }
341
+
342
+ def "PhysMaterial" (
343
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
344
+ )
345
+ {
346
+ float physics:dynamicFriction = 0.4
347
+ float physics:restitution = 0
348
+ float physics:staticFriction = 0.5
349
+ }
350
+ }
351
+
352
+ def Xform "SlopeCollision"
353
+ {
354
+ float xformOp:rotateX = 45
355
+ float xformOp:rotateZ = 180
356
+ double3 xformOp:translate = (0, 0, 5.315941039675018)
357
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
358
+
359
+ def Cube "Box" (
360
+ prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
361
+ )
362
+ {
363
+ rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
364
+ bindMaterialAs = "weakerThanDescendants"
365
+ )
366
+ double size = 1
367
+ token visibility = "invisible"
368
+ float3 xformOp:scale = (100, 15.473406, 0.09670879)
369
+ double3 xformOp:translate = (0, 0, -0.04835439324378968)
370
+ uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
371
+ }
372
+ }
373
+ }
374
+
375
+ def Xform "Lights"
376
+ {
377
+ def DomeLight "DomeLight_1"
378
+ {
379
+ float inputs:intensity = 1000
380
+ }
381
+ }
382
+
383
+ def PhysicsScene "PhysicsScene" (
384
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
385
+ )
386
+ {
387
+ vector3f physics:gravityDirection = (0, 0, -1)
388
+ float physics:gravityMagnitude = 9.81
389
+ uniform token physxScene:broadphaseType = "GPU"
390
+ bool physxScene:enableEnhancedDeterminism = 0
391
+ bool physxScene:enableGPUDynamics = 1
392
+ bool physxScene:enableStabilization = 1
393
+ uniform token physxScene:solverType = "TGS"
394
+ uint physxScene:timeStepsPerSecond = 240
395
+ }
396
+
397
+ def Xform "GroundPlane"
398
+ {
399
+ def Mesh "CollisionMesh" (
400
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
401
+ )
402
+ {
403
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
404
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
405
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
406
+ bindMaterialAs = "weakerThanDescendants"
407
+ )
408
+ uniform token physics:approximation = "convexHull"
409
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
410
+ token visibility = "invisible"
411
+ }
412
+
413
+ def "PhysMaterial" (
414
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
415
+ )
416
+ {
417
+ float physics:dynamicFriction = 0.4
418
+ float physics:restitution = 0
419
+ float physics:staticFriction = 0.5
420
+ }
421
+ }
422
+
423
+ def Camera "Camera"
424
+ {
425
+ float2 clippingRange = (0.019542197, 1000)
426
+ float focalLength = 35
427
+ float horizontalAperture = 36
428
+ matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.19611613513818452, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.1961161351381845, 0), (-1.9162699671138141, -3.8294725552238424, 10.177133964819227, 1) )
429
+ uniform token[] xformOpOrder = ["xformOp:transform"]
430
+ }
431
+ }
432
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/culling_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,320 +1,320 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Pallet"
115
- {
116
- over "pallet" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (1, 1, 1)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (1, 1, 1)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (1, 1, 1)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (1, 1, 1)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (1, 1, 1)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DomeLight "DomeLight_1"
305
- {
306
- float inputs:intensity = 1000
307
- }
308
- }
309
-
310
- def Camera "Camera"
311
- {
312
- float2 clippingRange = (0.016585656, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
317
- uniform token[] xformOpOrder = ["xformOp:transform"]
318
- }
319
- }
320
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Pallet"
115
+ {
116
+ over "pallet" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (1, 1, 1)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (1, 1, 1)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (1, 1, 1)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (1, 1, 1)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (1, 1, 1)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DomeLight "DomeLight_1"
305
+ {
306
+ float inputs:intensity = 1000
307
+ }
308
+ }
309
+
310
+ def Camera "Camera"
311
+ {
312
+ float2 clippingRange = (0.016585656, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/ground_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,364 +1,364 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (0, 0, 0.21750023156403486)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
100
- )
101
- {
102
- over "Pallet"
103
- {
104
- over "pallet"
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- vector3f physics:velocity = (0, 0, -0.12262501)
108
- quatf xformOp:orient = (1, 0, 0, 0)
109
- float3 xformOp:scale = (1, 1, 1)
110
- float3 xformOp:translate = (0, 0, -0.001021854)
111
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
112
- }
113
- }
114
- }
115
- }
116
-
117
- def Xform "Room"
118
- {
119
- def Mesh "Bottom" (
120
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
121
- )
122
- {
123
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
124
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
125
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
126
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
127
- bindMaterialAs = "strongerThanDescendants"
128
- )
129
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
130
- uniform token physics:approximation = "convexHull"
131
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
132
- custom bool primvars:doNotCastShadows = 1
133
-
134
- def Material "_FlatColorMaterial"
135
- {
136
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
137
-
138
- def Shader "Shader"
139
- {
140
- uniform token info:id = "UsdPreviewSurface"
141
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
142
- float inputs:metallic = 0
143
- float inputs:roughness = 1
144
- color3f inputs:specularColor = (0, 0, 0)
145
- token outputs:surface
146
- }
147
- }
148
- }
149
-
150
- def Mesh "Floor" (
151
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
- )
153
- {
154
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
155
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
158
- bindMaterialAs = "strongerThanDescendants"
159
- )
160
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
161
- uniform token physics:approximation = "convexHull"
162
- bool physics:collisionEnabled = 1
163
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
164
- custom bool primvars:doNotCastShadows = 1
165
-
166
- def Material "_FlatColorMaterial"
167
- {
168
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
169
-
170
- def Shader "Shader"
171
- {
172
- uniform token info:id = "UsdPreviewSurface"
173
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
174
- float inputs:metallic = 0
175
- float inputs:roughness = 1
176
- color3f inputs:specularColor = (0, 0, 0)
177
- token outputs:surface
178
- }
179
- }
180
- }
181
-
182
- def Mesh "North" (
183
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
184
- )
185
- {
186
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
187
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
188
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
189
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
190
- bindMaterialAs = "strongerThanDescendants"
191
- )
192
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
193
- uniform token physics:approximation = "convexHull"
194
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
195
- custom bool primvars:doNotCastShadows = 1
196
-
197
- def Material "_FlatColorMaterial"
198
- {
199
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
200
-
201
- def Shader "Shader"
202
- {
203
- uniform token info:id = "UsdPreviewSurface"
204
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
205
- float inputs:metallic = 0
206
- float inputs:roughness = 1
207
- color3f inputs:specularColor = (0, 0, 0)
208
- token outputs:surface
209
- }
210
- }
211
- }
212
-
213
- def Mesh "South" (
214
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
215
- )
216
- {
217
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
218
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
219
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
220
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
221
- bindMaterialAs = "strongerThanDescendants"
222
- )
223
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
224
- uniform token physics:approximation = "convexHull"
225
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
226
- custom bool primvars:doNotCastShadows = 1
227
-
228
- def Material "_FlatColorMaterial"
229
- {
230
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
231
-
232
- def Shader "Shader"
233
- {
234
- uniform token info:id = "UsdPreviewSurface"
235
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
236
- float inputs:metallic = 0
237
- float inputs:roughness = 1
238
- color3f inputs:specularColor = (0, 0, 0)
239
- token outputs:surface
240
- }
241
- }
242
- }
243
-
244
- def Mesh "West" (
245
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
246
- )
247
- {
248
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
249
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
252
- bindMaterialAs = "strongerThanDescendants"
253
- )
254
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
255
- uniform token physics:approximation = "convexHull"
256
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
257
- custom bool primvars:doNotCastShadows = 1
258
-
259
- def Material "_FlatColorMaterial"
260
- {
261
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
262
-
263
- def Shader "Shader"
264
- {
265
- uniform token info:id = "UsdPreviewSurface"
266
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
267
- float inputs:metallic = 0
268
- float inputs:roughness = 1
269
- color3f inputs:specularColor = (0, 0, 0)
270
- token outputs:surface
271
- }
272
- }
273
- }
274
-
275
- def Mesh "East" (
276
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
277
- )
278
- {
279
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
280
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
281
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
282
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
283
- bindMaterialAs = "strongerThanDescendants"
284
- )
285
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
286
- uniform token physics:approximation = "convexHull"
287
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
288
- custom bool primvars:doNotCastShadows = 1
289
-
290
- def Material "_FlatColorMaterial"
291
- {
292
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
293
-
294
- def Shader "Shader"
295
- {
296
- uniform token info:id = "UsdPreviewSurface"
297
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
298
- float inputs:metallic = 0
299
- float inputs:roughness = 1
300
- color3f inputs:specularColor = (0, 0, 0)
301
- token outputs:surface
302
- }
303
- }
304
- }
305
- }
306
-
307
- def Xform "Lights"
308
- {
309
- def DomeLight "DomeLight_1"
310
- {
311
- float inputs:intensity = 1000
312
- }
313
- }
314
-
315
- def PhysicsScene "PhysicsScene" (
316
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
317
- )
318
- {
319
- vector3f physics:gravityDirection = (0, 0, -1)
320
- float physics:gravityMagnitude = 9.81
321
- uniform token physxScene:broadphaseType = "GPU"
322
- bool physxScene:enableEnhancedDeterminism = 0
323
- bool physxScene:enableGPUDynamics = 1
324
- bool physxScene:enableStabilization = 1
325
- uniform token physxScene:solverType = "TGS"
326
- uint physxScene:timeStepsPerSecond = 240
327
- }
328
-
329
- def Xform "GroundPlane"
330
- {
331
- def Mesh "CollisionMesh" (
332
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
333
- )
334
- {
335
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
336
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
337
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
338
- bindMaterialAs = "weakerThanDescendants"
339
- )
340
- uniform token physics:approximation = "convexHull"
341
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
342
- token visibility = "invisible"
343
- }
344
-
345
- def "PhysMaterial" (
346
- prepend apiSchemas = ["PhysicsMaterialAPI"]
347
- )
348
- {
349
- float physics:dynamicFriction = 0.4
350
- float physics:restitution = 0
351
- float physics:staticFriction = 0.5
352
- }
353
- }
354
-
355
- def Camera "Camera"
356
- {
357
- float2 clippingRange = (0.02020726, 1000)
358
- float focalLength = 35
359
- float horizontalAperture = 36
360
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 2.7755575615628907e-17, 0), (-0.14887604148169284, -0.39700277728451433, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.42399915200254407, -0), (0.6425895644302098, 1.713572171813893, 1.1462753885053443, 1.0000000000000002) )
361
- uniform token[] xformOpOrder = ["xformOp:transform"]
362
- }
363
- }
364
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (0, 0, 0.21750023156403486)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
100
+ )
101
+ {
102
+ over "Pallet"
103
+ {
104
+ over "pallet"
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ vector3f physics:velocity = (0, 0, -0.12262501)
108
+ quatf xformOp:orient = (1, 0, 0, 0)
109
+ float3 xformOp:scale = (1, 1, 1)
110
+ float3 xformOp:translate = (0, 0, -0.001021854)
111
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
112
+ }
113
+ }
114
+ }
115
+ }
116
+
117
+ def Xform "Room"
118
+ {
119
+ def Mesh "Bottom" (
120
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
121
+ )
122
+ {
123
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
124
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
125
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
126
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
127
+ bindMaterialAs = "strongerThanDescendants"
128
+ )
129
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
130
+ uniform token physics:approximation = "convexHull"
131
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
132
+ custom bool primvars:doNotCastShadows = 1
133
+
134
+ def Material "_FlatColorMaterial"
135
+ {
136
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
137
+
138
+ def Shader "Shader"
139
+ {
140
+ uniform token info:id = "UsdPreviewSurface"
141
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
142
+ float inputs:metallic = 0
143
+ float inputs:roughness = 1
144
+ color3f inputs:specularColor = (0, 0, 0)
145
+ token outputs:surface
146
+ }
147
+ }
148
+ }
149
+
150
+ def Mesh "Floor" (
151
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
+ )
153
+ {
154
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
155
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
158
+ bindMaterialAs = "strongerThanDescendants"
159
+ )
160
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
161
+ uniform token physics:approximation = "convexHull"
162
+ bool physics:collisionEnabled = 1
163
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
164
+ custom bool primvars:doNotCastShadows = 1
165
+
166
+ def Material "_FlatColorMaterial"
167
+ {
168
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
169
+
170
+ def Shader "Shader"
171
+ {
172
+ uniform token info:id = "UsdPreviewSurface"
173
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
174
+ float inputs:metallic = 0
175
+ float inputs:roughness = 1
176
+ color3f inputs:specularColor = (0, 0, 0)
177
+ token outputs:surface
178
+ }
179
+ }
180
+ }
181
+
182
+ def Mesh "North" (
183
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
184
+ )
185
+ {
186
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
187
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
188
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
189
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
190
+ bindMaterialAs = "strongerThanDescendants"
191
+ )
192
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
193
+ uniform token physics:approximation = "convexHull"
194
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
195
+ custom bool primvars:doNotCastShadows = 1
196
+
197
+ def Material "_FlatColorMaterial"
198
+ {
199
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
200
+
201
+ def Shader "Shader"
202
+ {
203
+ uniform token info:id = "UsdPreviewSurface"
204
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
205
+ float inputs:metallic = 0
206
+ float inputs:roughness = 1
207
+ color3f inputs:specularColor = (0, 0, 0)
208
+ token outputs:surface
209
+ }
210
+ }
211
+ }
212
+
213
+ def Mesh "South" (
214
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
215
+ )
216
+ {
217
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
218
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
219
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
220
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
221
+ bindMaterialAs = "strongerThanDescendants"
222
+ )
223
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
224
+ uniform token physics:approximation = "convexHull"
225
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
226
+ custom bool primvars:doNotCastShadows = 1
227
+
228
+ def Material "_FlatColorMaterial"
229
+ {
230
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
231
+
232
+ def Shader "Shader"
233
+ {
234
+ uniform token info:id = "UsdPreviewSurface"
235
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
236
+ float inputs:metallic = 0
237
+ float inputs:roughness = 1
238
+ color3f inputs:specularColor = (0, 0, 0)
239
+ token outputs:surface
240
+ }
241
+ }
242
+ }
243
+
244
+ def Mesh "West" (
245
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
246
+ )
247
+ {
248
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
249
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
252
+ bindMaterialAs = "strongerThanDescendants"
253
+ )
254
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
255
+ uniform token physics:approximation = "convexHull"
256
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
257
+ custom bool primvars:doNotCastShadows = 1
258
+
259
+ def Material "_FlatColorMaterial"
260
+ {
261
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
262
+
263
+ def Shader "Shader"
264
+ {
265
+ uniform token info:id = "UsdPreviewSurface"
266
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
267
+ float inputs:metallic = 0
268
+ float inputs:roughness = 1
269
+ color3f inputs:specularColor = (0, 0, 0)
270
+ token outputs:surface
271
+ }
272
+ }
273
+ }
274
+
275
+ def Mesh "East" (
276
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
277
+ )
278
+ {
279
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
280
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
281
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
282
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
283
+ bindMaterialAs = "strongerThanDescendants"
284
+ )
285
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
286
+ uniform token physics:approximation = "convexHull"
287
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
288
+ custom bool primvars:doNotCastShadows = 1
289
+
290
+ def Material "_FlatColorMaterial"
291
+ {
292
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
293
+
294
+ def Shader "Shader"
295
+ {
296
+ uniform token info:id = "UsdPreviewSurface"
297
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
298
+ float inputs:metallic = 0
299
+ float inputs:roughness = 1
300
+ color3f inputs:specularColor = (0, 0, 0)
301
+ token outputs:surface
302
+ }
303
+ }
304
+ }
305
+ }
306
+
307
+ def Xform "Lights"
308
+ {
309
+ def DomeLight "DomeLight_1"
310
+ {
311
+ float inputs:intensity = 1000
312
+ }
313
+ }
314
+
315
+ def PhysicsScene "PhysicsScene" (
316
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
317
+ )
318
+ {
319
+ vector3f physics:gravityDirection = (0, 0, -1)
320
+ float physics:gravityMagnitude = 9.81
321
+ uniform token physxScene:broadphaseType = "GPU"
322
+ bool physxScene:enableEnhancedDeterminism = 0
323
+ bool physxScene:enableGPUDynamics = 1
324
+ bool physxScene:enableStabilization = 1
325
+ uniform token physxScene:solverType = "TGS"
326
+ uint physxScene:timeStepsPerSecond = 240
327
+ }
328
+
329
+ def Xform "GroundPlane"
330
+ {
331
+ def Mesh "CollisionMesh" (
332
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
333
+ )
334
+ {
335
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
336
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
337
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
338
+ bindMaterialAs = "weakerThanDescendants"
339
+ )
340
+ uniform token physics:approximation = "convexHull"
341
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
342
+ token visibility = "invisible"
343
+ }
344
+
345
+ def "PhysMaterial" (
346
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
347
+ )
348
+ {
349
+ float physics:dynamicFriction = 0.4
350
+ float physics:restitution = 0
351
+ float physics:staticFriction = 0.5
352
+ }
353
+ }
354
+
355
+ def Camera "Camera"
356
+ {
357
+ float2 clippingRange = (0.02020726, 1000)
358
+ float focalLength = 35
359
+ float horizontalAperture = 36
360
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 2.7755575615628907e-17, 0), (-0.14887604148169284, -0.39700277728451433, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.42399915200254407, -0), (0.6425895644302098, 1.713572171813893, 1.1462753885053443, 1.0000000000000002) )
361
+ uniform token[] xformOpOrder = ["xformOp:transform"]
362
+ }
363
+ }
364
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/light_response/isaac_sim/test_scene.usda CHANGED
@@ -1,328 +1,328 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Pallet"
115
- {
116
- over "pallet" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (0, 0, 0)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (0, 0, 0)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (0, 0, 0)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (0, 0, 0)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (0, 0, 0)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DistantLight "DistantLight_1"
305
- {
306
- float inputs:angle = 1
307
- float inputs:intensity = 3000
308
- float3 xformOp:rotateXYZ = (45, 0, 90)
309
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
310
- }
311
-
312
- def DomeLight "DomeLight_2"
313
- {
314
- float inputs:intensity = 150
315
- }
316
- }
317
-
318
- def Camera "Camera"
319
- {
320
- float2 clippingRange = (0.016585656, 10000)
321
- float focalLength = 35
322
- float horizontalAperture = 36
323
- float verticalAperture = 36
324
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
325
- uniform token[] xformOpOrder = ["xformOp:transform"]
326
- }
327
- }
328
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Pallet"
115
+ {
116
+ over "pallet" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (0, 0, 0)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (0, 0, 0)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (0, 0, 0)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (0, 0, 0)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (0, 0, 0)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DistantLight "DistantLight_1"
305
+ {
306
+ float inputs:angle = 1
307
+ float inputs:intensity = 3000
308
+ float3 xformOp:rotateXYZ = (45, 0, 90)
309
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
310
+ }
311
+
312
+ def DomeLight "DomeLight_2"
313
+ {
314
+ float inputs:intensity = 150
315
+ }
316
+ }
317
+
318
+ def Camera "Camera"
319
+ {
320
+ float2 clippingRange = (0.016585656, 10000)
321
+ float focalLength = 35
322
+ float horizontalAperture = 36
323
+ float verticalAperture = 36
324
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
325
+ uniform token[] xformOpOrder = ["xformOp:transform"]
326
+ }
327
+ }
328
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.016585656, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.016585656, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/normals_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,322 +1,322 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Pallet"
115
- {
116
- over "pallet" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- uniform bool doubleSided = 1
121
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
122
- bindMaterialAs = "strongerThanDescendants"
123
- )
124
- rel material:binding:physics = None
125
- custom bool singleSided = 0
126
- }
127
- }
128
- }
129
- }
130
-
131
- def Xform "Room"
132
- {
133
- def Mesh "Bottom" (
134
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
135
- )
136
- {
137
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
138
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
139
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
140
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
141
- bindMaterialAs = "strongerThanDescendants"
142
- )
143
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
144
- uniform token physics:approximation = "convexHull"
145
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
146
- custom bool primvars:doNotCastShadows = 1
147
-
148
- def Material "_FlatColorMaterial"
149
- {
150
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
151
-
152
- def Shader "Shader"
153
- {
154
- uniform token info:id = "UsdPreviewSurface"
155
- color3f inputs:diffuseColor = (1, 1, 1)
156
- float inputs:metallic = 0
157
- float inputs:roughness = 1
158
- color3f inputs:specularColor = (0, 0, 0)
159
- token outputs:surface
160
- }
161
- }
162
- }
163
-
164
- def Mesh "Floor" (
165
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
166
- )
167
- {
168
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
169
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
170
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
171
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
172
- uniform token physics:approximation = "convexHull"
173
- bool physics:collisionEnabled = 0
174
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
175
- custom bool primvars:doNotCastShadows = 1
176
- token visibility = "invisible"
177
- }
178
-
179
- def Mesh "North" (
180
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
181
- )
182
- {
183
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
184
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
185
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
186
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
187
- bindMaterialAs = "strongerThanDescendants"
188
- )
189
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
190
- uniform token physics:approximation = "convexHull"
191
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
192
- custom bool primvars:doNotCastShadows = 1
193
-
194
- def Material "_FlatColorMaterial"
195
- {
196
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
197
-
198
- def Shader "Shader"
199
- {
200
- uniform token info:id = "UsdPreviewSurface"
201
- color3f inputs:diffuseColor = (1, 1, 1)
202
- float inputs:metallic = 0
203
- float inputs:roughness = 1
204
- color3f inputs:specularColor = (0, 0, 0)
205
- token outputs:surface
206
- }
207
- }
208
- }
209
-
210
- def Mesh "South" (
211
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
212
- )
213
- {
214
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
215
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
216
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
217
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
218
- bindMaterialAs = "strongerThanDescendants"
219
- )
220
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
221
- uniform token physics:approximation = "convexHull"
222
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
223
- custom bool primvars:doNotCastShadows = 1
224
-
225
- def Material "_FlatColorMaterial"
226
- {
227
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
228
-
229
- def Shader "Shader"
230
- {
231
- uniform token info:id = "UsdPreviewSurface"
232
- color3f inputs:diffuseColor = (1, 1, 1)
233
- float inputs:metallic = 0
234
- float inputs:roughness = 1
235
- color3f inputs:specularColor = (0, 0, 0)
236
- token outputs:surface
237
- }
238
- }
239
- }
240
-
241
- def Mesh "West" (
242
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
243
- )
244
- {
245
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
246
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
247
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
248
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
249
- bindMaterialAs = "strongerThanDescendants"
250
- )
251
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
252
- uniform token physics:approximation = "convexHull"
253
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
254
- custom bool primvars:doNotCastShadows = 1
255
-
256
- def Material "_FlatColorMaterial"
257
- {
258
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
259
-
260
- def Shader "Shader"
261
- {
262
- uniform token info:id = "UsdPreviewSurface"
263
- color3f inputs:diffuseColor = (1, 1, 1)
264
- float inputs:metallic = 0
265
- float inputs:roughness = 1
266
- color3f inputs:specularColor = (0, 0, 0)
267
- token outputs:surface
268
- }
269
- }
270
- }
271
-
272
- def Mesh "East" (
273
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
274
- )
275
- {
276
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
277
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
278
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
279
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
280
- bindMaterialAs = "strongerThanDescendants"
281
- )
282
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
283
- uniform token physics:approximation = "convexHull"
284
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
285
- custom bool primvars:doNotCastShadows = 1
286
-
287
- def Material "_FlatColorMaterial"
288
- {
289
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
290
-
291
- def Shader "Shader"
292
- {
293
- uniform token info:id = "UsdPreviewSurface"
294
- color3f inputs:diffuseColor = (1, 1, 1)
295
- float inputs:metallic = 0
296
- float inputs:roughness = 1
297
- color3f inputs:specularColor = (0, 0, 0)
298
- token outputs:surface
299
- }
300
- }
301
- }
302
- }
303
-
304
- def Xform "Lights"
305
- {
306
- def DomeLight "DomeLight_1"
307
- {
308
- float inputs:intensity = 2000
309
- }
310
- }
311
-
312
- def Camera "Camera"
313
- {
314
- float2 clippingRange = (0.016585656, 10000)
315
- float focalLength = 35
316
- float horizontalAperture = 36
317
- float verticalAperture = 36
318
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
319
- uniform token[] xformOpOrder = ["xformOp:transform"]
320
- }
321
- }
322
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Pallet"
115
+ {
116
+ over "pallet" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ uniform bool doubleSided = 1
121
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
122
+ bindMaterialAs = "strongerThanDescendants"
123
+ )
124
+ rel material:binding:physics = None
125
+ custom bool singleSided = 0
126
+ }
127
+ }
128
+ }
129
+ }
130
+
131
+ def Xform "Room"
132
+ {
133
+ def Mesh "Bottom" (
134
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
135
+ )
136
+ {
137
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
138
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
139
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
140
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
141
+ bindMaterialAs = "strongerThanDescendants"
142
+ )
143
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
144
+ uniform token physics:approximation = "convexHull"
145
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+
148
+ def Material "_FlatColorMaterial"
149
+ {
150
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
151
+
152
+ def Shader "Shader"
153
+ {
154
+ uniform token info:id = "UsdPreviewSurface"
155
+ color3f inputs:diffuseColor = (1, 1, 1)
156
+ float inputs:metallic = 0
157
+ float inputs:roughness = 1
158
+ color3f inputs:specularColor = (0, 0, 0)
159
+ token outputs:surface
160
+ }
161
+ }
162
+ }
163
+
164
+ def Mesh "Floor" (
165
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
166
+ )
167
+ {
168
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
169
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
170
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
171
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
172
+ uniform token physics:approximation = "convexHull"
173
+ bool physics:collisionEnabled = 0
174
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
175
+ custom bool primvars:doNotCastShadows = 1
176
+ token visibility = "invisible"
177
+ }
178
+
179
+ def Mesh "North" (
180
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
181
+ )
182
+ {
183
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
184
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
185
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
186
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
187
+ bindMaterialAs = "strongerThanDescendants"
188
+ )
189
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
190
+ uniform token physics:approximation = "convexHull"
191
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
192
+ custom bool primvars:doNotCastShadows = 1
193
+
194
+ def Material "_FlatColorMaterial"
195
+ {
196
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
197
+
198
+ def Shader "Shader"
199
+ {
200
+ uniform token info:id = "UsdPreviewSurface"
201
+ color3f inputs:diffuseColor = (1, 1, 1)
202
+ float inputs:metallic = 0
203
+ float inputs:roughness = 1
204
+ color3f inputs:specularColor = (0, 0, 0)
205
+ token outputs:surface
206
+ }
207
+ }
208
+ }
209
+
210
+ def Mesh "South" (
211
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
212
+ )
213
+ {
214
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
215
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
216
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
217
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
218
+ bindMaterialAs = "strongerThanDescendants"
219
+ )
220
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
221
+ uniform token physics:approximation = "convexHull"
222
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
223
+ custom bool primvars:doNotCastShadows = 1
224
+
225
+ def Material "_FlatColorMaterial"
226
+ {
227
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
228
+
229
+ def Shader "Shader"
230
+ {
231
+ uniform token info:id = "UsdPreviewSurface"
232
+ color3f inputs:diffuseColor = (1, 1, 1)
233
+ float inputs:metallic = 0
234
+ float inputs:roughness = 1
235
+ color3f inputs:specularColor = (0, 0, 0)
236
+ token outputs:surface
237
+ }
238
+ }
239
+ }
240
+
241
+ def Mesh "West" (
242
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
243
+ )
244
+ {
245
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
246
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
247
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
248
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
249
+ bindMaterialAs = "strongerThanDescendants"
250
+ )
251
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
252
+ uniform token physics:approximation = "convexHull"
253
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
254
+ custom bool primvars:doNotCastShadows = 1
255
+
256
+ def Material "_FlatColorMaterial"
257
+ {
258
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
259
+
260
+ def Shader "Shader"
261
+ {
262
+ uniform token info:id = "UsdPreviewSurface"
263
+ color3f inputs:diffuseColor = (1, 1, 1)
264
+ float inputs:metallic = 0
265
+ float inputs:roughness = 1
266
+ color3f inputs:specularColor = (0, 0, 0)
267
+ token outputs:surface
268
+ }
269
+ }
270
+ }
271
+
272
+ def Mesh "East" (
273
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
274
+ )
275
+ {
276
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
277
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
278
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
279
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
280
+ bindMaterialAs = "strongerThanDescendants"
281
+ )
282
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
283
+ uniform token physics:approximation = "convexHull"
284
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
285
+ custom bool primvars:doNotCastShadows = 1
286
+
287
+ def Material "_FlatColorMaterial"
288
+ {
289
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
290
+
291
+ def Shader "Shader"
292
+ {
293
+ uniform token info:id = "UsdPreviewSurface"
294
+ color3f inputs:diffuseColor = (1, 1, 1)
295
+ float inputs:metallic = 0
296
+ float inputs:roughness = 1
297
+ color3f inputs:specularColor = (0, 0, 0)
298
+ token outputs:surface
299
+ }
300
+ }
301
+ }
302
+ }
303
+
304
+ def Xform "Lights"
305
+ {
306
+ def DomeLight "DomeLight_1"
307
+ {
308
+ float inputs:intensity = 2000
309
+ }
310
+ }
311
+
312
+ def Camera "Camera"
313
+ {
314
+ float2 clippingRange = (0.016585656, 10000)
315
+ float focalLength = 35
316
+ float horizontalAperture = 36
317
+ float verticalAperture = 36
318
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
319
+ uniform token[] xformOpOrder = ["xformOp:transform"]
320
+ }
321
+ }
322
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/pivot/isaac_sim/test_scene.usda CHANGED
@@ -1,255 +1,255 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Pallet"
115
- {
116
- over "pallet" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
139
- uniform token physics:approximation = "convexHull"
140
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
141
- custom bool primvars:doNotCastShadows = 1
142
- }
143
-
144
- def Mesh "Floor" (
145
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
146
- )
147
- {
148
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
149
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
150
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
151
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
152
- bindMaterialAs = "strongerThanDescendants"
153
- )
154
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
155
- uniform token physics:approximation = "convexHull"
156
- bool physics:collisionEnabled = 1
157
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
158
- custom bool primvars:doNotCastShadows = 1
159
-
160
- def Material "_FlatColorMaterial"
161
- {
162
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
163
-
164
- def Shader "Shader"
165
- {
166
- uniform token info:id = "UsdPreviewSurface"
167
- color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
168
- float inputs:metallic = 0
169
- float inputs:roughness = 1
170
- color3f inputs:specularColor = (0, 0, 0)
171
- token outputs:surface
172
- }
173
- }
174
- }
175
-
176
- def Mesh "North" (
177
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
178
- )
179
- {
180
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
181
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
182
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
183
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
184
- uniform token physics:approximation = "convexHull"
185
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
186
- custom bool primvars:doNotCastShadows = 1
187
- }
188
-
189
- def Mesh "South" (
190
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
191
- )
192
- {
193
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
194
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
195
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
196
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
197
- uniform token physics:approximation = "convexHull"
198
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
199
- custom bool primvars:doNotCastShadows = 1
200
- }
201
-
202
- def Mesh "West" (
203
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
204
- )
205
- {
206
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
207
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
208
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
209
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
210
- uniform token physics:approximation = "convexHull"
211
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
212
- custom bool primvars:doNotCastShadows = 1
213
- }
214
-
215
- def Mesh "East" (
216
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
217
- )
218
- {
219
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
220
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
221
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
222
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
- }
227
- }
228
-
229
- def Xform "Lights"
230
- {
231
- def DistantLight "DistantLight_1"
232
- {
233
- float inputs:angle = 1
234
- float inputs:intensity = 3000
235
- float3 xformOp:rotateXYZ = (45, 0, 90)
236
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
237
- }
238
-
239
- def DomeLight "DomeLight_2"
240
- {
241
- float inputs:intensity = 150
242
- }
243
- }
244
-
245
- def Camera "Camera"
246
- {
247
- float2 clippingRange = (0.016585656, 10000)
248
- float focalLength = 35
249
- float horizontalAperture = 36
250
- float verticalAperture = 36
251
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
252
- uniform token[] xformOpOrder = ["xformOp:transform"]
253
- }
254
- }
255
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Pallet"
115
+ {
116
+ over "pallet" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
139
+ uniform token physics:approximation = "convexHull"
140
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
141
+ custom bool primvars:doNotCastShadows = 1
142
+ }
143
+
144
+ def Mesh "Floor" (
145
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
146
+ )
147
+ {
148
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
149
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
150
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
151
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
152
+ bindMaterialAs = "strongerThanDescendants"
153
+ )
154
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
155
+ uniform token physics:approximation = "convexHull"
156
+ bool physics:collisionEnabled = 1
157
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
158
+ custom bool primvars:doNotCastShadows = 1
159
+
160
+ def Material "_FlatColorMaterial"
161
+ {
162
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
163
+
164
+ def Shader "Shader"
165
+ {
166
+ uniform token info:id = "UsdPreviewSurface"
167
+ color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
168
+ float inputs:metallic = 0
169
+ float inputs:roughness = 1
170
+ color3f inputs:specularColor = (0, 0, 0)
171
+ token outputs:surface
172
+ }
173
+ }
174
+ }
175
+
176
+ def Mesh "North" (
177
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
178
+ )
179
+ {
180
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
181
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
182
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
183
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
184
+ uniform token physics:approximation = "convexHull"
185
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
186
+ custom bool primvars:doNotCastShadows = 1
187
+ }
188
+
189
+ def Mesh "South" (
190
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
191
+ )
192
+ {
193
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
194
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
195
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
196
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
197
+ uniform token physics:approximation = "convexHull"
198
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
199
+ custom bool primvars:doNotCastShadows = 1
200
+ }
201
+
202
+ def Mesh "West" (
203
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
204
+ )
205
+ {
206
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
207
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
208
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
209
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
210
+ uniform token physics:approximation = "convexHull"
211
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
212
+ custom bool primvars:doNotCastShadows = 1
213
+ }
214
+
215
+ def Mesh "East" (
216
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
217
+ )
218
+ {
219
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
220
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
221
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
222
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+ }
227
+ }
228
+
229
+ def Xform "Lights"
230
+ {
231
+ def DistantLight "DistantLight_1"
232
+ {
233
+ float inputs:angle = 1
234
+ float inputs:intensity = 3000
235
+ float3 xformOp:rotateXYZ = (45, 0, 90)
236
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
237
+ }
238
+
239
+ def DomeLight "DomeLight_2"
240
+ {
241
+ float inputs:intensity = 150
242
+ }
243
+ }
244
+
245
+ def Camera "Camera"
246
+ {
247
+ float2 clippingRange = (0.016585656, 10000)
248
+ float focalLength = 35
249
+ float horizontalAperture = 36
250
+ float verticalAperture = 36
251
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
252
+ uniform token[] xformOpOrder = ["xformOp:transform"]
253
+ }
254
+ }
255
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/presence/isaac_sim/test_scene.usda CHANGED
@@ -1,320 +1,320 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
97
- )
98
- {
99
- def Material "_FlatColorMaterial"
100
- {
101
- token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
-
103
- def Shader "Shader"
104
- {
105
- uniform token info:id = "UsdPreviewSurface"
106
- color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
- float inputs:metallic = 0
108
- float inputs:roughness = 1
109
- color3f inputs:specularColor = (0, 0, 0)
110
- token outputs:surface
111
- }
112
- }
113
-
114
- over "Pallet"
115
- {
116
- over "pallet" (
117
- prepend apiSchemas = ["MaterialBindingAPI"]
118
- )
119
- {
120
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
- bindMaterialAs = "strongerThanDescendants"
122
- )
123
- rel material:binding:physics = None
124
- }
125
- }
126
- }
127
- }
128
-
129
- def Xform "Room"
130
- {
131
- def Mesh "Bottom" (
132
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
- )
134
- {
135
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
- bindMaterialAs = "strongerThanDescendants"
140
- )
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
- custom bool primvars:doNotCastShadows = 1
145
-
146
- def Material "_FlatColorMaterial"
147
- {
148
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
-
150
- def Shader "Shader"
151
- {
152
- uniform token info:id = "UsdPreviewSurface"
153
- color3f inputs:diffuseColor = (1, 1, 1)
154
- float inputs:metallic = 0
155
- float inputs:roughness = 1
156
- color3f inputs:specularColor = (0, 0, 0)
157
- token outputs:surface
158
- }
159
- }
160
- }
161
-
162
- def Mesh "Floor" (
163
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
- )
165
- {
166
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
- uniform token physics:approximation = "convexHull"
171
- bool physics:collisionEnabled = 0
172
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
- custom bool primvars:doNotCastShadows = 1
174
- token visibility = "invisible"
175
- }
176
-
177
- def Mesh "North" (
178
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
- )
180
- {
181
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
- bindMaterialAs = "strongerThanDescendants"
186
- )
187
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
- uniform token physics:approximation = "convexHull"
189
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
- custom bool primvars:doNotCastShadows = 1
191
-
192
- def Material "_FlatColorMaterial"
193
- {
194
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
-
196
- def Shader "Shader"
197
- {
198
- uniform token info:id = "UsdPreviewSurface"
199
- color3f inputs:diffuseColor = (1, 1, 1)
200
- float inputs:metallic = 0
201
- float inputs:roughness = 1
202
- color3f inputs:specularColor = (0, 0, 0)
203
- token outputs:surface
204
- }
205
- }
206
- }
207
-
208
- def Mesh "South" (
209
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
- )
211
- {
212
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
- bindMaterialAs = "strongerThanDescendants"
217
- )
218
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
- uniform token physics:approximation = "convexHull"
220
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
- custom bool primvars:doNotCastShadows = 1
222
-
223
- def Material "_FlatColorMaterial"
224
- {
225
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
-
227
- def Shader "Shader"
228
- {
229
- uniform token info:id = "UsdPreviewSurface"
230
- color3f inputs:diffuseColor = (1, 1, 1)
231
- float inputs:metallic = 0
232
- float inputs:roughness = 1
233
- color3f inputs:specularColor = (0, 0, 0)
234
- token outputs:surface
235
- }
236
- }
237
- }
238
-
239
- def Mesh "West" (
240
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
- )
242
- {
243
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
- bindMaterialAs = "strongerThanDescendants"
248
- )
249
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
- uniform token physics:approximation = "convexHull"
251
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
- custom bool primvars:doNotCastShadows = 1
253
-
254
- def Material "_FlatColorMaterial"
255
- {
256
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
-
258
- def Shader "Shader"
259
- {
260
- uniform token info:id = "UsdPreviewSurface"
261
- color3f inputs:diffuseColor = (1, 1, 1)
262
- float inputs:metallic = 0
263
- float inputs:roughness = 1
264
- color3f inputs:specularColor = (0, 0, 0)
265
- token outputs:surface
266
- }
267
- }
268
- }
269
-
270
- def Mesh "East" (
271
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
- )
273
- {
274
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
- bindMaterialAs = "strongerThanDescendants"
279
- )
280
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
- uniform token physics:approximation = "convexHull"
282
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
- custom bool primvars:doNotCastShadows = 1
284
-
285
- def Material "_FlatColorMaterial"
286
- {
287
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
-
289
- def Shader "Shader"
290
- {
291
- uniform token info:id = "UsdPreviewSurface"
292
- color3f inputs:diffuseColor = (1, 1, 1)
293
- float inputs:metallic = 0
294
- float inputs:roughness = 1
295
- color3f inputs:specularColor = (0, 0, 0)
296
- token outputs:surface
297
- }
298
- }
299
- }
300
- }
301
-
302
- def Xform "Lights"
303
- {
304
- def DomeLight "DomeLight_1"
305
- {
306
- float inputs:intensity = 1000
307
- }
308
- }
309
-
310
- def Camera "Camera"
311
- {
312
- float2 clippingRange = (0.016585656, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
317
- uniform token[] xformOpOrder = ["xformOp:transform"]
318
- }
319
- }
320
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
97
+ )
98
+ {
99
+ def Material "_FlatColorMaterial"
100
+ {
101
+ token outputs:surface.connect = </World/AssetRoot/Asset/_FlatColorMaterial/Shader.outputs:surface>
102
+
103
+ def Shader "Shader"
104
+ {
105
+ uniform token info:id = "UsdPreviewSurface"
106
+ color3f inputs:diffuseColor = (0.9, 0.2, 0)
107
+ float inputs:metallic = 0
108
+ float inputs:roughness = 1
109
+ color3f inputs:specularColor = (0, 0, 0)
110
+ token outputs:surface
111
+ }
112
+ }
113
+
114
+ over "Pallet"
115
+ {
116
+ over "pallet" (
117
+ prepend apiSchemas = ["MaterialBindingAPI"]
118
+ )
119
+ {
120
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
121
+ bindMaterialAs = "strongerThanDescendants"
122
+ )
123
+ rel material:binding:physics = None
124
+ }
125
+ }
126
+ }
127
+ }
128
+
129
+ def Xform "Room"
130
+ {
131
+ def Mesh "Bottom" (
132
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
133
+ )
134
+ {
135
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
136
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
137
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
138
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
139
+ bindMaterialAs = "strongerThanDescendants"
140
+ )
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
144
+ custom bool primvars:doNotCastShadows = 1
145
+
146
+ def Material "_FlatColorMaterial"
147
+ {
148
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
149
+
150
+ def Shader "Shader"
151
+ {
152
+ uniform token info:id = "UsdPreviewSurface"
153
+ color3f inputs:diffuseColor = (1, 1, 1)
154
+ float inputs:metallic = 0
155
+ float inputs:roughness = 1
156
+ color3f inputs:specularColor = (0, 0, 0)
157
+ token outputs:surface
158
+ }
159
+ }
160
+ }
161
+
162
+ def Mesh "Floor" (
163
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
164
+ )
165
+ {
166
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
167
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
168
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
169
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
170
+ uniform token physics:approximation = "convexHull"
171
+ bool physics:collisionEnabled = 0
172
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
173
+ custom bool primvars:doNotCastShadows = 1
174
+ token visibility = "invisible"
175
+ }
176
+
177
+ def Mesh "North" (
178
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
179
+ )
180
+ {
181
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
182
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
183
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
184
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
185
+ bindMaterialAs = "strongerThanDescendants"
186
+ )
187
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
188
+ uniform token physics:approximation = "convexHull"
189
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
190
+ custom bool primvars:doNotCastShadows = 1
191
+
192
+ def Material "_FlatColorMaterial"
193
+ {
194
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
195
+
196
+ def Shader "Shader"
197
+ {
198
+ uniform token info:id = "UsdPreviewSurface"
199
+ color3f inputs:diffuseColor = (1, 1, 1)
200
+ float inputs:metallic = 0
201
+ float inputs:roughness = 1
202
+ color3f inputs:specularColor = (0, 0, 0)
203
+ token outputs:surface
204
+ }
205
+ }
206
+ }
207
+
208
+ def Mesh "South" (
209
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
210
+ )
211
+ {
212
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
213
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
214
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
215
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
216
+ bindMaterialAs = "strongerThanDescendants"
217
+ )
218
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
219
+ uniform token physics:approximation = "convexHull"
220
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
221
+ custom bool primvars:doNotCastShadows = 1
222
+
223
+ def Material "_FlatColorMaterial"
224
+ {
225
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
226
+
227
+ def Shader "Shader"
228
+ {
229
+ uniform token info:id = "UsdPreviewSurface"
230
+ color3f inputs:diffuseColor = (1, 1, 1)
231
+ float inputs:metallic = 0
232
+ float inputs:roughness = 1
233
+ color3f inputs:specularColor = (0, 0, 0)
234
+ token outputs:surface
235
+ }
236
+ }
237
+ }
238
+
239
+ def Mesh "West" (
240
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
241
+ )
242
+ {
243
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
244
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
245
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
246
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
247
+ bindMaterialAs = "strongerThanDescendants"
248
+ )
249
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
250
+ uniform token physics:approximation = "convexHull"
251
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
252
+ custom bool primvars:doNotCastShadows = 1
253
+
254
+ def Material "_FlatColorMaterial"
255
+ {
256
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
257
+
258
+ def Shader "Shader"
259
+ {
260
+ uniform token info:id = "UsdPreviewSurface"
261
+ color3f inputs:diffuseColor = (1, 1, 1)
262
+ float inputs:metallic = 0
263
+ float inputs:roughness = 1
264
+ color3f inputs:specularColor = (0, 0, 0)
265
+ token outputs:surface
266
+ }
267
+ }
268
+ }
269
+
270
+ def Mesh "East" (
271
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
272
+ )
273
+ {
274
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
275
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
276
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
277
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
278
+ bindMaterialAs = "strongerThanDescendants"
279
+ )
280
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
281
+ uniform token physics:approximation = "convexHull"
282
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
283
+ custom bool primvars:doNotCastShadows = 1
284
+
285
+ def Material "_FlatColorMaterial"
286
+ {
287
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
288
+
289
+ def Shader "Shader"
290
+ {
291
+ uniform token info:id = "UsdPreviewSurface"
292
+ color3f inputs:diffuseColor = (1, 1, 1)
293
+ float inputs:metallic = 0
294
+ float inputs:roughness = 1
295
+ color3f inputs:specularColor = (0, 0, 0)
296
+ token outputs:surface
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+ def Xform "Lights"
303
+ {
304
+ def DomeLight "DomeLight_1"
305
+ {
306
+ float inputs:intensity = 1000
307
+ }
308
+ }
309
+
310
+ def Camera "Camera"
311
+ {
312
+ float2 clippingRange = (0.016585656, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda CHANGED
@@ -1,300 +1,300 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- bool omni:rtx:reflections:denoiser:enabled = 0
46
- token omni:rtx:rendermode = "RealTimePathTracing"
47
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
- bool omni:rtx:rt:demoire = 0
49
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
- int omni:rtx:rt:sss:samples = 1
51
- uint omni:rtx:rtpt:maxVolumeBounces = 15
52
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
- rel orderedVars = </Render/Vars/LdrColor>
56
- custom bool overrideClipRange = 0
57
- uniform int2 resolution = (1024, 1024)
58
- }
59
- }
60
- }
61
-
62
- def RenderSettings "OmniverseGlobalRenderSettings" (
63
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
- no_delete = true
65
- )
66
- {
67
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
- }
69
-
70
- def "Vars"
71
- {
72
- def RenderVar "LdrColor" (
73
- hide_in_stage_window = true
74
- no_delete = true
75
- )
76
- {
77
- uniform string sourceName = "LdrColor"
78
- uniform token sourceType = "raw"
79
- }
80
- }
81
- }
82
-
83
- over "OmniverseKit_Persp"
84
- {
85
- float exposure:fStop = 5
86
- float exposure:responsivity = 1.1026709
87
- float exposure:time = 0.02
88
- }
89
-
90
- def "World"
91
- {
92
- def Xform "AssetRoot"
93
- {
94
- def "Asset" (
95
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
96
- )
97
- {
98
- }
99
- }
100
-
101
- def Xform "Room"
102
- {
103
- def Mesh "Bottom" (
104
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
- )
106
- {
107
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
- bindMaterialAs = "strongerThanDescendants"
112
- )
113
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
- uniform token physics:approximation = "convexHull"
115
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
- custom bool primvars:doNotCastShadows = 1
117
-
118
- def Material "_FlatColorMaterial"
119
- {
120
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
-
122
- def Shader "Shader"
123
- {
124
- uniform token info:id = "UsdPreviewSurface"
125
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
- float inputs:metallic = 0
127
- float inputs:roughness = 1
128
- color3f inputs:specularColor = (0, 0, 0)
129
- token outputs:surface
130
- }
131
- }
132
- }
133
-
134
- def Mesh "Floor" (
135
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
- )
137
- {
138
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
- uniform token physics:approximation = "convexHull"
143
- bool physics:collisionEnabled = 0
144
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
- custom bool primvars:doNotCastShadows = 1
146
- token visibility = "invisible"
147
- }
148
-
149
- def Mesh "North" (
150
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
- )
152
- {
153
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
- bindMaterialAs = "strongerThanDescendants"
158
- )
159
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
- uniform token physics:approximation = "convexHull"
161
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
- custom bool primvars:doNotCastShadows = 1
163
-
164
- def Material "_FlatColorMaterial"
165
- {
166
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
-
168
- def Shader "Shader"
169
- {
170
- uniform token info:id = "UsdPreviewSurface"
171
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
- float inputs:metallic = 0
173
- float inputs:roughness = 1
174
- color3f inputs:specularColor = (0, 0, 0)
175
- token outputs:surface
176
- }
177
- }
178
- }
179
-
180
- def Mesh "South" (
181
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
- )
183
- {
184
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
- bindMaterialAs = "strongerThanDescendants"
189
- )
190
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
- uniform token physics:approximation = "convexHull"
192
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
- custom bool primvars:doNotCastShadows = 1
194
-
195
- def Material "_FlatColorMaterial"
196
- {
197
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
-
199
- def Shader "Shader"
200
- {
201
- uniform token info:id = "UsdPreviewSurface"
202
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
- float inputs:metallic = 0
204
- float inputs:roughness = 1
205
- color3f inputs:specularColor = (0, 0, 0)
206
- token outputs:surface
207
- }
208
- }
209
- }
210
-
211
- def Mesh "West" (
212
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
- )
214
- {
215
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
- bindMaterialAs = "strongerThanDescendants"
220
- )
221
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
- uniform token physics:approximation = "convexHull"
223
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
- custom bool primvars:doNotCastShadows = 1
225
-
226
- def Material "_FlatColorMaterial"
227
- {
228
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
-
230
- def Shader "Shader"
231
- {
232
- uniform token info:id = "UsdPreviewSurface"
233
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
- float inputs:metallic = 0
235
- float inputs:roughness = 1
236
- color3f inputs:specularColor = (0, 0, 0)
237
- token outputs:surface
238
- }
239
- }
240
- }
241
-
242
- def Mesh "East" (
243
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
- )
245
- {
246
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
- bindMaterialAs = "strongerThanDescendants"
251
- )
252
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
- uniform token physics:approximation = "convexHull"
254
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
- custom bool primvars:doNotCastShadows = 1
256
-
257
- def Material "_FlatColorMaterial"
258
- {
259
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
-
261
- def Shader "Shader"
262
- {
263
- uniform token info:id = "UsdPreviewSurface"
264
- color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
- float inputs:metallic = 0
266
- float inputs:roughness = 1
267
- color3f inputs:specularColor = (0, 0, 0)
268
- token outputs:surface
269
- }
270
- }
271
- }
272
- }
273
-
274
- def Xform "Lights"
275
- {
276
- def DistantLight "DistantLight_1"
277
- {
278
- float inputs:angle = 1
279
- float inputs:intensity = 3000
280
- float3 xformOp:rotateXYZ = (45, 0, 90)
281
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
- }
283
-
284
- def DomeLight "DomeLight_2"
285
- {
286
- float inputs:intensity = 150
287
- }
288
- }
289
-
290
- def Camera "Camera"
291
- {
292
- float2 clippingRange = (0.016585656, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
297
- uniform token[] xformOpOrder = ["xformOp:transform"]
298
- }
299
- }
300
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ bool omni:rtx:reflections:denoiser:enabled = 0
46
+ token omni:rtx:rendermode = "RealTimePathTracing"
47
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
48
+ bool omni:rtx:rt:demoire = 0
49
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
50
+ int omni:rtx:rt:sss:samples = 1
51
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
52
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
53
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
54
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
55
+ rel orderedVars = </Render/Vars/LdrColor>
56
+ custom bool overrideClipRange = 0
57
+ uniform int2 resolution = (1024, 1024)
58
+ }
59
+ }
60
+ }
61
+
62
+ def RenderSettings "OmniverseGlobalRenderSettings" (
63
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
64
+ no_delete = true
65
+ )
66
+ {
67
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
68
+ }
69
+
70
+ def "Vars"
71
+ {
72
+ def RenderVar "LdrColor" (
73
+ hide_in_stage_window = true
74
+ no_delete = true
75
+ )
76
+ {
77
+ uniform string sourceName = "LdrColor"
78
+ uniform token sourceType = "raw"
79
+ }
80
+ }
81
+ }
82
+
83
+ over "OmniverseKit_Persp"
84
+ {
85
+ float exposure:fStop = 5
86
+ float exposure:responsivity = 1.1026709
87
+ float exposure:time = 0.02
88
+ }
89
+
90
+ def "World"
91
+ {
92
+ def Xform "AssetRoot"
93
+ {
94
+ def "Asset" (
95
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
96
+ )
97
+ {
98
+ }
99
+ }
100
+
101
+ def Xform "Room"
102
+ {
103
+ def Mesh "Bottom" (
104
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
105
+ )
106
+ {
107
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
108
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
109
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
110
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
111
+ bindMaterialAs = "strongerThanDescendants"
112
+ )
113
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
114
+ uniform token physics:approximation = "convexHull"
115
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
116
+ custom bool primvars:doNotCastShadows = 1
117
+
118
+ def Material "_FlatColorMaterial"
119
+ {
120
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
121
+
122
+ def Shader "Shader"
123
+ {
124
+ uniform token info:id = "UsdPreviewSurface"
125
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
126
+ float inputs:metallic = 0
127
+ float inputs:roughness = 1
128
+ color3f inputs:specularColor = (0, 0, 0)
129
+ token outputs:surface
130
+ }
131
+ }
132
+ }
133
+
134
+ def Mesh "Floor" (
135
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
136
+ )
137
+ {
138
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
139
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
140
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
141
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
142
+ uniform token physics:approximation = "convexHull"
143
+ bool physics:collisionEnabled = 0
144
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
145
+ custom bool primvars:doNotCastShadows = 1
146
+ token visibility = "invisible"
147
+ }
148
+
149
+ def Mesh "North" (
150
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
151
+ )
152
+ {
153
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
154
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
155
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
156
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
157
+ bindMaterialAs = "strongerThanDescendants"
158
+ )
159
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
160
+ uniform token physics:approximation = "convexHull"
161
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
162
+ custom bool primvars:doNotCastShadows = 1
163
+
164
+ def Material "_FlatColorMaterial"
165
+ {
166
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
167
+
168
+ def Shader "Shader"
169
+ {
170
+ uniform token info:id = "UsdPreviewSurface"
171
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
172
+ float inputs:metallic = 0
173
+ float inputs:roughness = 1
174
+ color3f inputs:specularColor = (0, 0, 0)
175
+ token outputs:surface
176
+ }
177
+ }
178
+ }
179
+
180
+ def Mesh "South" (
181
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
182
+ )
183
+ {
184
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
185
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
186
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
187
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
188
+ bindMaterialAs = "strongerThanDescendants"
189
+ )
190
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
191
+ uniform token physics:approximation = "convexHull"
192
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+
195
+ def Material "_FlatColorMaterial"
196
+ {
197
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
198
+
199
+ def Shader "Shader"
200
+ {
201
+ uniform token info:id = "UsdPreviewSurface"
202
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
203
+ float inputs:metallic = 0
204
+ float inputs:roughness = 1
205
+ color3f inputs:specularColor = (0, 0, 0)
206
+ token outputs:surface
207
+ }
208
+ }
209
+ }
210
+
211
+ def Mesh "West" (
212
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
213
+ )
214
+ {
215
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
216
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
217
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
218
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
219
+ bindMaterialAs = "strongerThanDescendants"
220
+ )
221
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
222
+ uniform token physics:approximation = "convexHull"
223
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
224
+ custom bool primvars:doNotCastShadows = 1
225
+
226
+ def Material "_FlatColorMaterial"
227
+ {
228
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
229
+
230
+ def Shader "Shader"
231
+ {
232
+ uniform token info:id = "UsdPreviewSurface"
233
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
234
+ float inputs:metallic = 0
235
+ float inputs:roughness = 1
236
+ color3f inputs:specularColor = (0, 0, 0)
237
+ token outputs:surface
238
+ }
239
+ }
240
+ }
241
+
242
+ def Mesh "East" (
243
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
244
+ )
245
+ {
246
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
247
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
248
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
249
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
250
+ bindMaterialAs = "strongerThanDescendants"
251
+ )
252
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
253
+ uniform token physics:approximation = "convexHull"
254
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
255
+ custom bool primvars:doNotCastShadows = 1
256
+
257
+ def Material "_FlatColorMaterial"
258
+ {
259
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
260
+
261
+ def Shader "Shader"
262
+ {
263
+ uniform token info:id = "UsdPreviewSurface"
264
+ color3f inputs:diffuseColor = (0.35, 0.35, 0.35)
265
+ float inputs:metallic = 0
266
+ float inputs:roughness = 1
267
+ color3f inputs:specularColor = (0, 0, 0)
268
+ token outputs:surface
269
+ }
270
+ }
271
+ }
272
+ }
273
+
274
+ def Xform "Lights"
275
+ {
276
+ def DistantLight "DistantLight_1"
277
+ {
278
+ float inputs:angle = 1
279
+ float inputs:intensity = 3000
280
+ float3 xformOp:rotateXYZ = (45, 0, 90)
281
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
282
+ }
283
+
284
+ def DomeLight "DomeLight_2"
285
+ {
286
+ float inputs:intensity = 150
287
+ }
288
+ }
289
+
290
+ def Camera "Camera"
291
+ {
292
+ float2 clippingRange = (0.016585656, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda CHANGED
@@ -1,293 +1,293 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 1000000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 60
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- def "Asset" (
96
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
97
- )
98
- {
99
- }
100
- }
101
-
102
- def Xform "Room"
103
- {
104
- def Mesh "Bottom" (
105
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
- )
107
- {
108
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
- bindMaterialAs = "strongerThanDescendants"
113
- )
114
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
- uniform token physics:approximation = "convexHull"
116
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
- custom bool primvars:doNotCastShadows = 1
118
-
119
- def Material "_FlatColorMaterial"
120
- {
121
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
-
123
- def Shader "Shader"
124
- {
125
- uniform token info:id = "UsdPreviewSurface"
126
- color3f inputs:diffuseColor = (1, 1, 1)
127
- float inputs:metallic = 0
128
- float inputs:roughness = 1
129
- color3f inputs:specularColor = (0, 0, 0)
130
- token outputs:surface
131
- }
132
- }
133
- }
134
-
135
- def Mesh "Floor" (
136
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
- )
138
- {
139
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
- uniform token physics:approximation = "convexHull"
144
- bool physics:collisionEnabled = 0
145
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
- custom bool primvars:doNotCastShadows = 1
147
- token visibility = "invisible"
148
- }
149
-
150
- def Mesh "North" (
151
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
- )
153
- {
154
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
- bindMaterialAs = "strongerThanDescendants"
159
- )
160
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
- uniform token physics:approximation = "convexHull"
162
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
- custom bool primvars:doNotCastShadows = 1
164
-
165
- def Material "_FlatColorMaterial"
166
- {
167
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
-
169
- def Shader "Shader"
170
- {
171
- uniform token info:id = "UsdPreviewSurface"
172
- color3f inputs:diffuseColor = (1, 1, 1)
173
- float inputs:metallic = 0
174
- float inputs:roughness = 1
175
- color3f inputs:specularColor = (0, 0, 0)
176
- token outputs:surface
177
- }
178
- }
179
- }
180
-
181
- def Mesh "South" (
182
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
- )
184
- {
185
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
- bindMaterialAs = "strongerThanDescendants"
190
- )
191
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
- uniform token physics:approximation = "convexHull"
193
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
- custom bool primvars:doNotCastShadows = 1
195
-
196
- def Material "_FlatColorMaterial"
197
- {
198
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
-
200
- def Shader "Shader"
201
- {
202
- uniform token info:id = "UsdPreviewSurface"
203
- color3f inputs:diffuseColor = (1, 1, 1)
204
- float inputs:metallic = 0
205
- float inputs:roughness = 1
206
- color3f inputs:specularColor = (0, 0, 0)
207
- token outputs:surface
208
- }
209
- }
210
- }
211
-
212
- def Mesh "West" (
213
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
- )
215
- {
216
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
- bindMaterialAs = "strongerThanDescendants"
221
- )
222
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
- uniform token physics:approximation = "convexHull"
224
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
- custom bool primvars:doNotCastShadows = 1
226
-
227
- def Material "_FlatColorMaterial"
228
- {
229
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
-
231
- def Shader "Shader"
232
- {
233
- uniform token info:id = "UsdPreviewSurface"
234
- color3f inputs:diffuseColor = (1, 1, 1)
235
- float inputs:metallic = 0
236
- float inputs:roughness = 1
237
- color3f inputs:specularColor = (0, 0, 0)
238
- token outputs:surface
239
- }
240
- }
241
- }
242
-
243
- def Mesh "East" (
244
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
- )
246
- {
247
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
- bindMaterialAs = "strongerThanDescendants"
252
- )
253
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
- uniform token physics:approximation = "convexHull"
255
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
- custom bool primvars:doNotCastShadows = 1
257
-
258
- def Material "_FlatColorMaterial"
259
- {
260
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
-
262
- def Shader "Shader"
263
- {
264
- uniform token info:id = "UsdPreviewSurface"
265
- color3f inputs:diffuseColor = (1, 1, 1)
266
- float inputs:metallic = 0
267
- float inputs:roughness = 1
268
- color3f inputs:specularColor = (0, 0, 0)
269
- token outputs:surface
270
- }
271
- }
272
- }
273
- }
274
-
275
- def Xform "Lights"
276
- {
277
- def DomeLight "DomeLight_1"
278
- {
279
- float inputs:intensity = 1000
280
- }
281
- }
282
-
283
- def Camera "Camera"
284
- {
285
- float2 clippingRange = (0.016585656, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
290
- uniform token[] xformOpOrder = ["xformOp:transform"]
291
- }
292
- }
293
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 1000000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 60
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ def "Asset" (
96
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
97
+ )
98
+ {
99
+ }
100
+ }
101
+
102
+ def Xform "Room"
103
+ {
104
+ def Mesh "Bottom" (
105
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
106
+ )
107
+ {
108
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
109
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
110
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
111
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
112
+ bindMaterialAs = "strongerThanDescendants"
113
+ )
114
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
115
+ uniform token physics:approximation = "convexHull"
116
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
117
+ custom bool primvars:doNotCastShadows = 1
118
+
119
+ def Material "_FlatColorMaterial"
120
+ {
121
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
122
+
123
+ def Shader "Shader"
124
+ {
125
+ uniform token info:id = "UsdPreviewSurface"
126
+ color3f inputs:diffuseColor = (1, 1, 1)
127
+ float inputs:metallic = 0
128
+ float inputs:roughness = 1
129
+ color3f inputs:specularColor = (0, 0, 0)
130
+ token outputs:surface
131
+ }
132
+ }
133
+ }
134
+
135
+ def Mesh "Floor" (
136
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
137
+ )
138
+ {
139
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
140
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
141
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
142
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
143
+ uniform token physics:approximation = "convexHull"
144
+ bool physics:collisionEnabled = 0
145
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
146
+ custom bool primvars:doNotCastShadows = 1
147
+ token visibility = "invisible"
148
+ }
149
+
150
+ def Mesh "North" (
151
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
+ )
153
+ {
154
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
155
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
158
+ bindMaterialAs = "strongerThanDescendants"
159
+ )
160
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
161
+ uniform token physics:approximation = "convexHull"
162
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
163
+ custom bool primvars:doNotCastShadows = 1
164
+
165
+ def Material "_FlatColorMaterial"
166
+ {
167
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
168
+
169
+ def Shader "Shader"
170
+ {
171
+ uniform token info:id = "UsdPreviewSurface"
172
+ color3f inputs:diffuseColor = (1, 1, 1)
173
+ float inputs:metallic = 0
174
+ float inputs:roughness = 1
175
+ color3f inputs:specularColor = (0, 0, 0)
176
+ token outputs:surface
177
+ }
178
+ }
179
+ }
180
+
181
+ def Mesh "South" (
182
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
183
+ )
184
+ {
185
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
186
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
187
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
188
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
189
+ bindMaterialAs = "strongerThanDescendants"
190
+ )
191
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
192
+ uniform token physics:approximation = "convexHull"
193
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
194
+ custom bool primvars:doNotCastShadows = 1
195
+
196
+ def Material "_FlatColorMaterial"
197
+ {
198
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
199
+
200
+ def Shader "Shader"
201
+ {
202
+ uniform token info:id = "UsdPreviewSurface"
203
+ color3f inputs:diffuseColor = (1, 1, 1)
204
+ float inputs:metallic = 0
205
+ float inputs:roughness = 1
206
+ color3f inputs:specularColor = (0, 0, 0)
207
+ token outputs:surface
208
+ }
209
+ }
210
+ }
211
+
212
+ def Mesh "West" (
213
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
214
+ )
215
+ {
216
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
217
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
218
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
219
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
220
+ bindMaterialAs = "strongerThanDescendants"
221
+ )
222
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
223
+ uniform token physics:approximation = "convexHull"
224
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
225
+ custom bool primvars:doNotCastShadows = 1
226
+
227
+ def Material "_FlatColorMaterial"
228
+ {
229
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
230
+
231
+ def Shader "Shader"
232
+ {
233
+ uniform token info:id = "UsdPreviewSurface"
234
+ color3f inputs:diffuseColor = (1, 1, 1)
235
+ float inputs:metallic = 0
236
+ float inputs:roughness = 1
237
+ color3f inputs:specularColor = (0, 0, 0)
238
+ token outputs:surface
239
+ }
240
+ }
241
+ }
242
+
243
+ def Mesh "East" (
244
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
245
+ )
246
+ {
247
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
248
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
249
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
250
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
251
+ bindMaterialAs = "strongerThanDescendants"
252
+ )
253
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
254
+ uniform token physics:approximation = "convexHull"
255
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
256
+ custom bool primvars:doNotCastShadows = 1
257
+
258
+ def Material "_FlatColorMaterial"
259
+ {
260
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
261
+
262
+ def Shader "Shader"
263
+ {
264
+ uniform token info:id = "UsdPreviewSurface"
265
+ color3f inputs:diffuseColor = (1, 1, 1)
266
+ float inputs:metallic = 0
267
+ float inputs:roughness = 1
268
+ color3f inputs:specularColor = (0, 0, 0)
269
+ token outputs:surface
270
+ }
271
+ }
272
+ }
273
+ }
274
+
275
+ def Xform "Lights"
276
+ {
277
+ def DomeLight "DomeLight_1"
278
+ {
279
+ float inputs:intensity = 1000
280
+ }
281
+ }
282
+
283
+ def Camera "Camera"
284
+ {
285
+ float2 clippingRange = (0.016585656, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.35112344158839165, 0, 0), (-0.14887604148169284, -0.3970027772845142, 0.905662585680298, 0), (0.3179993640019079, 0.8479983040050878, 0.42399915200254396, -0), (0.5274227847828648, 1.4064607594209726, 0.7757303777435353, 0.9999999999999998) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/6ebc1364544d/.simready/runtime/slope_drop/isaac_sim/test_scene.usda CHANGED
@@ -1,429 +1,429 @@
1
- #usda 1.0
2
- (
3
- endTimeCode = 864000
4
- metersPerUnit = 1
5
- startTimeCode = 0
6
- timeCodesPerSecond = 240
7
- upAxis = "Z"
8
- )
9
-
10
- def "Render" (
11
- hide_in_stage_window = true
12
- no_delete = true
13
- )
14
- {
15
- def "OmniverseKit"
16
- {
17
- def "HydraTextures" (
18
- hide_in_stage_window = true
19
- no_delete = true
20
- )
21
- {
22
- def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
- prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
- hide_in_stage_window = true
25
- no_delete = true
26
- )
27
- {
28
- rel camera = </OmniverseKit_Persp>
29
- token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
- token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
- token omni:rtx:background:source:type = "domeLight"
32
- bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
- token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
- bool omni:rtx:dlss:frameGeneration = 0
35
- float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
- bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
- bool omni:rtx:material:db:syncLoads = 1
38
- token omni:rtx:post:dlss:execMode = "performance"
39
- bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
- bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
- bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
- uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
- uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
- uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
- int omni:rtx:pt:samplesPerIteration = 16
46
- bool omni:rtx:reflections:denoiser:enabled = 0
47
- token omni:rtx:rendermode = "RealTimePathTracing"
48
- color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
- bool omni:rtx:rt:demoire = 0
50
- bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
- int omni:rtx:rt:sss:samples = 1
52
- uint omni:rtx:rtpt:maxVolumeBounces = 15
53
- float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
- bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
- bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
- rel orderedVars = </Render/Vars/LdrColor>
57
- custom bool overrideClipRange = 0
58
- uniform int2 resolution = (1024, 1024)
59
- }
60
- }
61
- }
62
-
63
- def RenderSettings "OmniverseGlobalRenderSettings" (
64
- prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
- no_delete = true
66
- )
67
- {
68
- rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
- }
70
-
71
- def "Vars"
72
- {
73
- def RenderVar "LdrColor" (
74
- hide_in_stage_window = true
75
- no_delete = true
76
- )
77
- {
78
- uniform string sourceName = "LdrColor"
79
- uniform token sourceType = "raw"
80
- }
81
- }
82
- }
83
-
84
- over "OmniverseKit_Persp"
85
- {
86
- float exposure:fStop = 5
87
- float exposure:responsivity = 1.1026709
88
- float exposure:time = 0.02
89
- }
90
-
91
- def "World"
92
- {
93
- def Xform "AssetRoot"
94
- {
95
- double3 xformOp:translate = (-0, -3.9597979746446663, 10.17415245570108)
96
- uniform token[] xformOpOrder = ["xformOp:translate"]
97
-
98
- def "Asset" (
99
- prepend references = @C:/Users/user/Desktop/Claude/Project/Nvidia/Data/Summit/HuggingFace/source_50/pallet/simready_usd/pallet.usd@
100
- )
101
- {
102
- over "Pallet"
103
- {
104
- over "pallet"
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- vector3f physics:velocity = (0, 0, -0.12262501)
108
- quatf xformOp:orient = (1, 0, 0, 0)
109
- float3 xformOp:scale = (1, 1, 1)
110
- float3 xformOp:translate = (0, 1.1545277e-7, -0.0010224204)
111
- token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
112
- }
113
- }
114
- }
115
- }
116
-
117
- def Xform "Room"
118
- {
119
- def Mesh "Bottom" (
120
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
121
- )
122
- {
123
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
124
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
125
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
126
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
127
- bindMaterialAs = "strongerThanDescendants"
128
- )
129
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
130
- uniform token physics:approximation = "convexHull"
131
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
132
- custom bool primvars:doNotCastShadows = 1
133
-
134
- def Material "_FlatColorMaterial"
135
- {
136
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
137
-
138
- def Shader "Shader"
139
- {
140
- uniform token info:id = "UsdPreviewSurface"
141
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
142
- float inputs:metallic = 0
143
- float inputs:roughness = 1
144
- color3f inputs:specularColor = (0, 0, 0)
145
- token outputs:surface
146
- }
147
- }
148
- }
149
-
150
- def Mesh "Floor" (
151
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
- )
153
- {
154
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
155
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
158
- bindMaterialAs = "strongerThanDescendants"
159
- )
160
- normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
161
- uniform token physics:approximation = "convexHull"
162
- bool physics:collisionEnabled = 1
163
- point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
164
- custom bool primvars:doNotCastShadows = 1
165
-
166
- def Material "_FlatColorMaterial"
167
- {
168
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
169
-
170
- def Shader "Shader"
171
- {
172
- uniform token info:id = "UsdPreviewSurface"
173
- color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
174
- float inputs:metallic = 0
175
- float inputs:roughness = 1
176
- color3f inputs:specularColor = (0, 0, 0)
177
- token outputs:surface
178
- }
179
- }
180
- }
181
-
182
- def Mesh "North" (
183
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
184
- )
185
- {
186
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
187
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
188
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
189
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
190
- bindMaterialAs = "strongerThanDescendants"
191
- )
192
- normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
193
- uniform token physics:approximation = "convexHull"
194
- point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
195
- custom bool primvars:doNotCastShadows = 1
196
-
197
- def Material "_FlatColorMaterial"
198
- {
199
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
200
-
201
- def Shader "Shader"
202
- {
203
- uniform token info:id = "UsdPreviewSurface"
204
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
205
- float inputs:metallic = 0
206
- float inputs:roughness = 1
207
- color3f inputs:specularColor = (0, 0, 0)
208
- token outputs:surface
209
- }
210
- }
211
- }
212
-
213
- def Mesh "South" (
214
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
215
- )
216
- {
217
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
218
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
219
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
220
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
221
- bindMaterialAs = "strongerThanDescendants"
222
- )
223
- normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
224
- uniform token physics:approximation = "convexHull"
225
- point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
226
- custom bool primvars:doNotCastShadows = 1
227
-
228
- def Material "_FlatColorMaterial"
229
- {
230
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
231
-
232
- def Shader "Shader"
233
- {
234
- uniform token info:id = "UsdPreviewSurface"
235
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
236
- float inputs:metallic = 0
237
- float inputs:roughness = 1
238
- color3f inputs:specularColor = (0, 0, 0)
239
- token outputs:surface
240
- }
241
- }
242
- }
243
-
244
- def Mesh "West" (
245
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
246
- )
247
- {
248
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
249
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
252
- bindMaterialAs = "strongerThanDescendants"
253
- )
254
- normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
255
- uniform token physics:approximation = "convexHull"
256
- point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
257
- custom bool primvars:doNotCastShadows = 1
258
-
259
- def Material "_FlatColorMaterial"
260
- {
261
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
262
-
263
- def Shader "Shader"
264
- {
265
- uniform token info:id = "UsdPreviewSurface"
266
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
267
- float inputs:metallic = 0
268
- float inputs:roughness = 1
269
- color3f inputs:specularColor = (0, 0, 0)
270
- token outputs:surface
271
- }
272
- }
273
- }
274
-
275
- def Mesh "East" (
276
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
277
- )
278
- {
279
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
280
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
281
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
282
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
283
- bindMaterialAs = "strongerThanDescendants"
284
- )
285
- normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
286
- uniform token physics:approximation = "convexHull"
287
- point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
288
- custom bool primvars:doNotCastShadows = 1
289
-
290
- def Material "_FlatColorMaterial"
291
- {
292
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
293
-
294
- def Shader "Shader"
295
- {
296
- uniform token info:id = "UsdPreviewSurface"
297
- color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
298
- float inputs:metallic = 0
299
- float inputs:roughness = 1
300
- color3f inputs:specularColor = (0, 0, 0)
301
- token outputs:surface
302
- }
303
- }
304
- }
305
-
306
- def Mesh "Slope" (
307
- prepend apiSchemas = ["MaterialBindingAPI"]
308
- )
309
- {
310
- float3[] extent = [(-1, -1, -1), (1, 1, 0)]
311
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
312
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
313
- rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
314
- bindMaterialAs = "strongerThanDescendants"
315
- )
316
- point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
317
- custom bool primvars:doNotCastShadows = 1
318
- float xformOp:rotateX = 45
319
- float xformOp:rotateZ = 180
320
- float3 xformOp:scale = (50, 8, 0.1)
321
- double3 xformOp:translate = (0, 0, 5.49685424949238)
322
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
323
-
324
- def Material "_FlatColorMaterial"
325
- {
326
- token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
327
-
328
- def Shader "Shader"
329
- {
330
- uniform token info:id = "UsdPreviewSurface"
331
- color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
332
- float inputs:metallic = 0
333
- float inputs:roughness = 1
334
- color3f inputs:specularColor = (0, 0, 0)
335
- token outputs:surface
336
- }
337
- }
338
-
339
- def "PhysMaterial" (
340
- prepend apiSchemas = ["PhysicsMaterialAPI"]
341
- )
342
- {
343
- float physics:dynamicFriction = 0.4
344
- float physics:restitution = 0
345
- float physics:staticFriction = 0.5
346
- }
347
- }
348
-
349
- def Xform "SlopeCollision"
350
- {
351
- float xformOp:rotateX = 45
352
- float xformOp:rotateZ = 180
353
- double3 xformOp:translate = (0, 0, 5.49685424949238)
354
- uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
355
-
356
- def Cube "Box" (
357
- prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
358
- )
359
- {
360
- rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
361
- bindMaterialAs = "weakerThanDescendants"
362
- )
363
- double size = 1
364
- token visibility = "invisible"
365
- float3 xformOp:scale = (100, 16, 0.1)
366
- double3 xformOp:translate = (0, 0, -0.05)
367
- uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
368
- }
369
- }
370
- }
371
-
372
- def Xform "Lights"
373
- {
374
- def DomeLight "DomeLight_1"
375
- {
376
- float inputs:intensity = 1000
377
- }
378
- }
379
-
380
- def PhysicsScene "PhysicsScene" (
381
- prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
382
- )
383
- {
384
- vector3f physics:gravityDirection = (0, 0, -1)
385
- float physics:gravityMagnitude = 9.81
386
- uniform token physxScene:broadphaseType = "GPU"
387
- bool physxScene:enableEnhancedDeterminism = 0
388
- bool physxScene:enableGPUDynamics = 1
389
- bool physxScene:enableStabilization = 1
390
- uniform token physxScene:solverType = "TGS"
391
- uint physxScene:timeStepsPerSecond = 240
392
- }
393
-
394
- def Xform "GroundPlane"
395
- {
396
- def Mesh "CollisionMesh" (
397
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
398
- )
399
- {
400
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
401
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
402
- rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
403
- bindMaterialAs = "weakerThanDescendants"
404
- )
405
- uniform token physics:approximation = "convexHull"
406
- point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
407
- token visibility = "invisible"
408
- }
409
-
410
- def "PhysMaterial" (
411
- prepend apiSchemas = ["PhysicsMaterialAPI"]
412
- )
413
- {
414
- float physics:dynamicFriction = 0.4
415
- float physics:restitution = 0
416
- float physics:staticFriction = 0.5
417
- }
418
- }
419
-
420
- def Camera "Camera"
421
- {
422
- float2 clippingRange = (0.020207262, 1000)
423
- float focalLength = 35
424
- float horizontalAperture = 36
425
- matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818438, 0, 0.9805806756909201, 0), (-0.9805806756909201, 0, 0.19611613513818438, 0), (-1.9814850385209553, -3.959797916918281, 10.642438251259362, 1) )
426
- uniform token[] xformOpOrder = ["xformOp:transform"]
427
- }
428
- }
429
-
 
1
+ #usda 1.0
2
+ (
3
+ endTimeCode = 864000
4
+ metersPerUnit = 1
5
+ startTimeCode = 0
6
+ timeCodesPerSecond = 240
7
+ upAxis = "Z"
8
+ )
9
+
10
+ def "Render" (
11
+ hide_in_stage_window = true
12
+ no_delete = true
13
+ )
14
+ {
15
+ def "OmniverseKit"
16
+ {
17
+ def "HydraTextures" (
18
+ hide_in_stage_window = true
19
+ no_delete = true
20
+ )
21
+ {
22
+ def RenderProduct "omni_kit_widget_viewport_ViewportTexture_0" (
23
+ prepend apiSchemas = ["OmniRtxSettingsCommonAdvancedAPI_1", "OmniRtxSettingsRtAdvancedAPI_1", "OmniRtxSettingsPtAdvancedAPI_1", "OmniRtxPostColorGradingAPI_1", "OmniRtxPostChromaticAberrationAPI_1", "OmniRtxPostBloomPhysicalAPI_1", "OmniRtxPostMatteObjectAPI_1", "OmniRtxPostCompositingAPI_1", "OmniRtxPostDofAPI_1", "OmniRtxPostMotionBlurAPI_1", "OmniRtxPostTvNoiseAPI_1", "OmniRtxPostTonemapIrayReinhardAPI_1", "OmniRtxPostDebugSettingsAPI_1", "OmniRtxDebugSettingsAPI_1"]
24
+ hide_in_stage_window = true
25
+ no_delete = true
26
+ )
27
+ {
28
+ rel camera = </OmniverseKit_Persp>
29
+ token omni:rtx:ambientOcclusion:denoiserMode = "none"
30
+ token omni:rtx:background:source:texture:textureMode = "repeatMirrored"
31
+ token omni:rtx:background:source:type = "domeLight"
32
+ bool omni:rtx:debug:view:pixelDebug:enableFixedTextPos = 1
33
+ token omni:rtx:directLighting:sampledLighting:denoisingTechnique = "None"
34
+ bool omni:rtx:dlss:frameGeneration = 0
35
+ float3 omni:rtx:domeLight:rotationAxis = (0, 0, 1)
36
+ bool omni:rtx:indirectDiffuse:denoiser:enabled = 0
37
+ bool omni:rtx:material:db:syncLoads = 1
38
+ token omni:rtx:post:dlss:execMode = "performance"
39
+ bool omni:rtx:post:registeredCompositing:invertColorCorrection = 1
40
+ bool omni:rtx:post:registeredCompositing:invertToneMap = 1
41
+ bool omni:rtx:pt:adaptiveSampling:filterError = 0
42
+ uint omni:rtx:pt:adaptiveSampling:fixedSppIterations = 2
43
+ uint omni:rtx:pt:maxSamplesPerLaunch = 2073600
44
+ uint omni:rtx:pt:mgpu:maxPixelsPerRegionExponent = 12
45
+ int omni:rtx:pt:samplesPerIteration = 16
46
+ bool omni:rtx:reflections:denoiser:enabled = 0
47
+ token omni:rtx:rendermode = "RealTimePathTracing"
48
+ color3f omni:rtx:rt:ambientLight:color = (0.1, 0.1, 0.1)
49
+ bool omni:rtx:rt:demoire = 0
50
+ bool omni:rtx:rt:lightcache:spatialCache:dontResolveConflicts = 1
51
+ int omni:rtx:rt:sss:samples = 1
52
+ uint omni:rtx:rtpt:maxVolumeBounces = 15
53
+ float omni:rtx:rtpt:modulatingRoughnessThreshold = 0.08
54
+ bool omni:rtx:scene:hydra:materialSyncLoads = 1
55
+ bool omni:rtx:scene:hydra:mdlMaterialWarmup = 1
56
+ rel orderedVars = </Render/Vars/LdrColor>
57
+ custom bool overrideClipRange = 0
58
+ uniform int2 resolution = (1024, 1024)
59
+ }
60
+ }
61
+ }
62
+
63
+ def RenderSettings "OmniverseGlobalRenderSettings" (
64
+ prepend apiSchemas = ["OmniRtxSettingsGlobalRtAdvancedAPI_1", "OmniRtxSettingsGlobalPtAdvancedAPI_1"]
65
+ no_delete = true
66
+ )
67
+ {
68
+ rel products = </Render/OmniverseKit/HydraTextures/omni_kit_widget_viewport_ViewportTexture_0>
69
+ }
70
+
71
+ def "Vars"
72
+ {
73
+ def RenderVar "LdrColor" (
74
+ hide_in_stage_window = true
75
+ no_delete = true
76
+ )
77
+ {
78
+ uniform string sourceName = "LdrColor"
79
+ uniform token sourceType = "raw"
80
+ }
81
+ }
82
+ }
83
+
84
+ over "OmniverseKit_Persp"
85
+ {
86
+ float exposure:fStop = 5
87
+ float exposure:responsivity = 1.1026709
88
+ float exposure:time = 0.02
89
+ }
90
+
91
+ def "World"
92
+ {
93
+ def Xform "AssetRoot"
94
+ {
95
+ double3 xformOp:translate = (-0, -3.9597979746446663, 10.17415245570108)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/pallet/simready_usd/pallet.usd@
100
+ )
101
+ {
102
+ over "Pallet"
103
+ {
104
+ over "pallet"
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ vector3f physics:velocity = (0, 0, -0.12262501)
108
+ quatf xformOp:orient = (1, 0, 0, 0)
109
+ float3 xformOp:scale = (1, 1, 1)
110
+ float3 xformOp:translate = (0, 1.1545277e-7, -0.0010224204)
111
+ token[] xformOpOrder = ["xformOp:translate", "xformOp:orient", "xformOp:scale"]
112
+ }
113
+ }
114
+ }
115
+ }
116
+
117
+ def Xform "Room"
118
+ {
119
+ def Mesh "Bottom" (
120
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
121
+ )
122
+ {
123
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
124
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
125
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
126
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
127
+ bindMaterialAs = "strongerThanDescendants"
128
+ )
129
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
130
+ uniform token physics:approximation = "convexHull"
131
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, 50, -50), (-50, 50, -50), (-50, -50, -52), (50, -50, -52), (50, 50, -52), (-50, 50, -52)]
132
+ custom bool primvars:doNotCastShadows = 1
133
+
134
+ def Material "_FlatColorMaterial"
135
+ {
136
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
137
+
138
+ def Shader "Shader"
139
+ {
140
+ uniform token info:id = "UsdPreviewSurface"
141
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
142
+ float inputs:metallic = 0
143
+ float inputs:roughness = 1
144
+ color3f inputs:specularColor = (0, 0, 0)
145
+ token outputs:surface
146
+ }
147
+ }
148
+ }
149
+
150
+ def Mesh "Floor" (
151
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
152
+ )
153
+ {
154
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
155
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
156
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
157
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
158
+ bindMaterialAs = "strongerThanDescendants"
159
+ )
160
+ normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)]
161
+ uniform token physics:approximation = "convexHull"
162
+ bool physics:collisionEnabled = 1
163
+ point3f[] points = [(-50, -50, 0), (50, -50, 0), (50, 50, 0), (-50, 50, 0), (-50, -50, -2), (50, -50, -2), (50, 50, -2), (-50, 50, -2)]
164
+ custom bool primvars:doNotCastShadows = 1
165
+
166
+ def Material "_FlatColorMaterial"
167
+ {
168
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
169
+
170
+ def Shader "Shader"
171
+ {
172
+ uniform token info:id = "UsdPreviewSurface"
173
+ color3f inputs:diffuseColor = (0.25, 0.35, 0.6)
174
+ float inputs:metallic = 0
175
+ float inputs:roughness = 1
176
+ color3f inputs:specularColor = (0, 0, 0)
177
+ token outputs:surface
178
+ }
179
+ }
180
+ }
181
+
182
+ def Mesh "North" (
183
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
184
+ )
185
+ {
186
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
187
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
188
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
189
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
190
+ bindMaterialAs = "strongerThanDescendants"
191
+ )
192
+ normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)]
193
+ uniform token physics:approximation = "convexHull"
194
+ point3f[] points = [(-50, -50, -50), (50, -50, -50), (50, -50, 50), (-50, -50, 50), (-50, -52, -50), (50, -52, -50), (50, -52, 50), (-50, -52, 50)]
195
+ custom bool primvars:doNotCastShadows = 1
196
+
197
+ def Material "_FlatColorMaterial"
198
+ {
199
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
200
+
201
+ def Shader "Shader"
202
+ {
203
+ uniform token info:id = "UsdPreviewSurface"
204
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
205
+ float inputs:metallic = 0
206
+ float inputs:roughness = 1
207
+ color3f inputs:specularColor = (0, 0, 0)
208
+ token outputs:surface
209
+ }
210
+ }
211
+ }
212
+
213
+ def Mesh "South" (
214
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
215
+ )
216
+ {
217
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
218
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
219
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
220
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
221
+ bindMaterialAs = "strongerThanDescendants"
222
+ )
223
+ normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)]
224
+ uniform token physics:approximation = "convexHull"
225
+ point3f[] points = [(50, 50, -50), (-50, 50, -50), (-50, 50, 50), (50, 50, 50), (50, 52, -50), (-50, 52, -50), (-50, 52, 50), (50, 52, 50)]
226
+ custom bool primvars:doNotCastShadows = 1
227
+
228
+ def Material "_FlatColorMaterial"
229
+ {
230
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
231
+
232
+ def Shader "Shader"
233
+ {
234
+ uniform token info:id = "UsdPreviewSurface"
235
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
236
+ float inputs:metallic = 0
237
+ float inputs:roughness = 1
238
+ color3f inputs:specularColor = (0, 0, 0)
239
+ token outputs:surface
240
+ }
241
+ }
242
+ }
243
+
244
+ def Mesh "West" (
245
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
246
+ )
247
+ {
248
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
249
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
250
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
251
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
252
+ bindMaterialAs = "strongerThanDescendants"
253
+ )
254
+ normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)]
255
+ uniform token physics:approximation = "convexHull"
256
+ point3f[] points = [(-50, 50, -50), (-50, -50, -50), (-50, -50, 50), (-50, 50, 50), (-52, 50, -50), (-52, -50, -50), (-52, -50, 50), (-52, 50, 50)]
257
+ custom bool primvars:doNotCastShadows = 1
258
+
259
+ def Material "_FlatColorMaterial"
260
+ {
261
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
262
+
263
+ def Shader "Shader"
264
+ {
265
+ uniform token info:id = "UsdPreviewSurface"
266
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
267
+ float inputs:metallic = 0
268
+ float inputs:roughness = 1
269
+ color3f inputs:specularColor = (0, 0, 0)
270
+ token outputs:surface
271
+ }
272
+ }
273
+ }
274
+
275
+ def Mesh "East" (
276
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
277
+ )
278
+ {
279
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
280
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
281
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
282
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
283
+ bindMaterialAs = "strongerThanDescendants"
284
+ )
285
+ normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0)]
286
+ uniform token physics:approximation = "convexHull"
287
+ point3f[] points = [(50, -50, -50), (50, 50, -50), (50, 50, 50), (50, -50, 50), (52, -50, -50), (52, 50, -50), (52, 50, 50), (52, -50, 50)]
288
+ custom bool primvars:doNotCastShadows = 1
289
+
290
+ def Material "_FlatColorMaterial"
291
+ {
292
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
293
+
294
+ def Shader "Shader"
295
+ {
296
+ uniform token info:id = "UsdPreviewSurface"
297
+ color3f inputs:diffuseColor = (0.3, 0.4, 0.7)
298
+ float inputs:metallic = 0
299
+ float inputs:roughness = 1
300
+ color3f inputs:specularColor = (0, 0, 0)
301
+ token outputs:surface
302
+ }
303
+ }
304
+ }
305
+
306
+ def Mesh "Slope" (
307
+ prepend apiSchemas = ["MaterialBindingAPI"]
308
+ )
309
+ {
310
+ float3[] extent = [(-1, -1, -1), (1, 1, 0)]
311
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
312
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
313
+ rel material:binding = </World/Room/Slope/_FlatColorMaterial> (
314
+ bindMaterialAs = "strongerThanDescendants"
315
+ )
316
+ point3f[] points = [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, -1), (1, -1, -1), (1, 1, -1), (-1, 1, -1)]
317
+ custom bool primvars:doNotCastShadows = 1
318
+ float xformOp:rotateX = 45
319
+ float xformOp:rotateZ = 180
320
+ float3 xformOp:scale = (50, 8, 0.1)
321
+ double3 xformOp:translate = (0, 0, 5.49685424949238)
322
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX", "xformOp:scale"]
323
+
324
+ def Material "_FlatColorMaterial"
325
+ {
326
+ token outputs:surface.connect = </World/Room/Slope/_FlatColorMaterial/Shader.outputs:surface>
327
+
328
+ def Shader "Shader"
329
+ {
330
+ uniform token info:id = "UsdPreviewSurface"
331
+ color3f inputs:diffuseColor = (0.15, 0.6, 0.2)
332
+ float inputs:metallic = 0
333
+ float inputs:roughness = 1
334
+ color3f inputs:specularColor = (0, 0, 0)
335
+ token outputs:surface
336
+ }
337
+ }
338
+
339
+ def "PhysMaterial" (
340
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
341
+ )
342
+ {
343
+ float physics:dynamicFriction = 0.4
344
+ float physics:restitution = 0
345
+ float physics:staticFriction = 0.5
346
+ }
347
+ }
348
+
349
+ def Xform "SlopeCollision"
350
+ {
351
+ float xformOp:rotateX = 45
352
+ float xformOp:rotateZ = 180
353
+ double3 xformOp:translate = (0, 0, 5.49685424949238)
354
+ uniform token[] xformOpOrder = ["xformOp:rotateZ", "xformOp:translate", "xformOp:rotateX"]
355
+
356
+ def Cube "Box" (
357
+ prepend apiSchemas = ["PhysicsCollisionAPI", "MaterialBindingAPI"]
358
+ )
359
+ {
360
+ rel material:binding:physics = </World/Room/Slope/PhysMaterial> (
361
+ bindMaterialAs = "weakerThanDescendants"
362
+ )
363
+ double size = 1
364
+ token visibility = "invisible"
365
+ float3 xformOp:scale = (100, 16, 0.1)
366
+ double3 xformOp:translate = (0, 0, -0.05)
367
+ uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:scale"]
368
+ }
369
+ }
370
+ }
371
+
372
+ def Xform "Lights"
373
+ {
374
+ def DomeLight "DomeLight_1"
375
+ {
376
+ float inputs:intensity = 1000
377
+ }
378
+ }
379
+
380
+ def PhysicsScene "PhysicsScene" (
381
+ prepend apiSchemas = ["NewtonSceneAPI", "PhysxSceneAPI"]
382
+ )
383
+ {
384
+ vector3f physics:gravityDirection = (0, 0, -1)
385
+ float physics:gravityMagnitude = 9.81
386
+ uniform token physxScene:broadphaseType = "GPU"
387
+ bool physxScene:enableEnhancedDeterminism = 0
388
+ bool physxScene:enableGPUDynamics = 1
389
+ bool physxScene:enableStabilization = 1
390
+ uniform token physxScene:solverType = "TGS"
391
+ uint physxScene:timeStepsPerSecond = 240
392
+ }
393
+
394
+ def Xform "GroundPlane"
395
+ {
396
+ def Mesh "CollisionMesh" (
397
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
398
+ )
399
+ {
400
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
401
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
402
+ rel material:binding:physics = </World/GroundPlane/PhysMaterial> (
403
+ bindMaterialAs = "weakerThanDescendants"
404
+ )
405
+ uniform token physics:approximation = "convexHull"
406
+ point3f[] points = [(-500, -500, 0), (500, -500, 0), (500, 500, 0), (-500, 500, 0), (-500, -500, -10), (500, -500, -10), (500, 500, -10), (-500, 500, -10)]
407
+ token visibility = "invisible"
408
+ }
409
+
410
+ def "PhysMaterial" (
411
+ prepend apiSchemas = ["PhysicsMaterialAPI"]
412
+ )
413
+ {
414
+ float physics:dynamicFriction = 0.4
415
+ float physics:restitution = 0
416
+ float physics:staticFriction = 0.5
417
+ }
418
+ }
419
+
420
+ def Camera "Camera"
421
+ {
422
+ float2 clippingRange = (0.020207262, 1000)
423
+ float focalLength = 35
424
+ float horizontalAperture = 36
425
+ matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818438, 0, 0.9805806756909201, 0), (-0.9805806756909201, 0, 0.19611613513818438, 0), (-1.9814850385209553, -3.959797916918281, 10.642438251259362, 1) )
426
+ uniform token[] xformOpOrder = ["xformOp:transform"]
427
+ }
428
+ }
429
+