Junpill commited on
Commit
f8680f7
·
verified ·
1 Parent(s): f5b76c3

Remove internal annotations and local paths from published files (part 13)

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Files changed (27) hide show
  1. reports/runtime/results/external/f79c50f1c24d/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  2. reports/runtime/results/external/f79c50f1c24d/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +346 -346
  3. reports/runtime/results/external/f79c50f1c24d/.simready/runtime/pivot/isaac_sim/test_scene.usda +275 -275
  4. reports/runtime/results/external/f79c50f1c24d/.simready/runtime/presence/isaac_sim/test_scene.usda +340 -340
  5. reports/runtime/results/external/f79c50f1c24d/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  6. reports/runtime/results/external/f79c50f1c24d/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  7. reports/runtime/results/external/f79c50f1c24d/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +432 -432
  8. reports/runtime/results/external/fd6111c3d650/.simready/runtime/culling_xz/isaac_sim/test_scene.usda +320 -320
  9. reports/runtime/results/external/fd6111c3d650/.simready/runtime/ground_drop/isaac_sim/test_scene.usda +364 -364
  10. reports/runtime/results/external/fd6111c3d650/.simready/runtime/light_response/isaac_sim/test_scene.usda +328 -328
  11. reports/runtime/results/external/fd6111c3d650/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  12. reports/runtime/results/external/fd6111c3d650/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +322 -322
  13. reports/runtime/results/external/fd6111c3d650/.simready/runtime/pivot/isaac_sim/test_scene.usda +255 -255
  14. reports/runtime/results/external/fd6111c3d650/.simready/runtime/presence/isaac_sim/test_scene.usda +320 -320
  15. reports/runtime/results/external/fd6111c3d650/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  16. reports/runtime/results/external/fd6111c3d650/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  17. reports/runtime/results/external/fd6111c3d650/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +429 -429
  18. reports/runtime/results/external/fec9aed21916/.simready/runtime/culling_xz/isaac_sim/test_scene.usda +320 -320
  19. reports/runtime/results/external/fec9aed21916/.simready/runtime/ground_drop/isaac_sim/test_scene.usda +367 -367
  20. reports/runtime/results/external/fec9aed21916/.simready/runtime/light_response/isaac_sim/test_scene.usda +328 -328
  21. reports/runtime/results/external/fec9aed21916/.simready/runtime/mdl_renders/isaac_sim/test_scene.usda +300 -300
  22. reports/runtime/results/external/fec9aed21916/.simready/runtime/normals_xz/isaac_sim/test_scene.usda +322 -322
  23. reports/runtime/results/external/fec9aed21916/.simready/runtime/pivot/isaac_sim/test_scene.usda +255 -255
  24. reports/runtime/results/external/fec9aed21916/.simready/runtime/presence/isaac_sim/test_scene.usda +320 -320
  25. reports/runtime/results/external/fec9aed21916/.simready/runtime/preview_surface_renders/isaac_sim/test_scene.usda +300 -300
  26. reports/runtime/results/external/fec9aed21916/.simready/runtime/semantic_labels_seg_labelled/isaac_sim/test_scene.usda +293 -293
  27. reports/runtime/results/external/fec9aed21916/.simready/runtime/slope_drop/isaac_sim/test_scene.usda +432 -432
reports/runtime/results/external/f79c50f1c24d/.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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 = (0.006150524, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 = (0.006150524, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/f79c50f1c24d/.simready/runtime/normals_xz/isaac_sim/test_scene.usda CHANGED
@@ -1,346 +1,346 @@
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 "Handheld_Welding_Shield"
115
- {
116
- over "lens" (
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
- over "shield_body" (
129
- prepend apiSchemas = ["MaterialBindingAPI"]
130
- )
131
- {
132
- uniform bool doubleSided = 1
133
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
134
- bindMaterialAs = "strongerThanDescendants"
135
- )
136
- rel material:binding:physics = None
137
- custom bool singleSided = 0
138
- }
139
-
140
- over "lens_frame" (
141
- prepend apiSchemas = ["MaterialBindingAPI"]
142
- )
143
- {
144
- uniform bool doubleSided = 1
145
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
146
- bindMaterialAs = "strongerThanDescendants"
147
- )
148
- rel material:binding:physics = None
149
- custom bool singleSided = 0
150
- }
151
- }
152
- }
153
- }
154
-
155
- def Xform "Room"
156
- {
157
- def Mesh "Bottom" (
158
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
159
- )
160
- {
161
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
162
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
163
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
164
- rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
165
- bindMaterialAs = "strongerThanDescendants"
166
- )
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
- def Material "_FlatColorMaterial"
173
- {
174
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
175
-
176
- def Shader "Shader"
177
- {
178
- uniform token info:id = "UsdPreviewSurface"
179
- color3f inputs:diffuseColor = (1, 1, 1)
180
- float inputs:metallic = 0
181
- float inputs:roughness = 1
182
- color3f inputs:specularColor = (0, 0, 0)
183
- token outputs:surface
184
- }
185
- }
186
- }
187
-
188
- def Mesh "Floor" (
189
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
190
- )
191
- {
192
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
193
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
194
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
195
- 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)]
196
- uniform token physics:approximation = "convexHull"
197
- bool physics:collisionEnabled = 0
198
- 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)]
199
- custom bool primvars:doNotCastShadows = 1
200
- token visibility = "invisible"
201
- }
202
-
203
- def Mesh "North" (
204
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
205
- )
206
- {
207
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
208
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
209
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
210
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
211
- bindMaterialAs = "strongerThanDescendants"
212
- )
213
- 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)]
214
- uniform token physics:approximation = "convexHull"
215
- 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)]
216
- custom bool primvars:doNotCastShadows = 1
217
-
218
- def Material "_FlatColorMaterial"
219
- {
220
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
221
-
222
- def Shader "Shader"
223
- {
224
- uniform token info:id = "UsdPreviewSurface"
225
- color3f inputs:diffuseColor = (1, 1, 1)
226
- float inputs:metallic = 0
227
- float inputs:roughness = 1
228
- color3f inputs:specularColor = (0, 0, 0)
229
- token outputs:surface
230
- }
231
- }
232
- }
233
-
234
- def Mesh "South" (
235
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
236
- )
237
- {
238
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
239
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
240
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
241
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
242
- bindMaterialAs = "strongerThanDescendants"
243
- )
244
- 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)]
245
- uniform token physics:approximation = "convexHull"
246
- 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)]
247
- custom bool primvars:doNotCastShadows = 1
248
-
249
- def Material "_FlatColorMaterial"
250
- {
251
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
252
-
253
- def Shader "Shader"
254
- {
255
- uniform token info:id = "UsdPreviewSurface"
256
- color3f inputs:diffuseColor = (1, 1, 1)
257
- float inputs:metallic = 0
258
- float inputs:roughness = 1
259
- color3f inputs:specularColor = (0, 0, 0)
260
- token outputs:surface
261
- }
262
- }
263
- }
264
-
265
- def Mesh "West" (
266
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
267
- )
268
- {
269
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
270
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
271
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
272
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
273
- bindMaterialAs = "strongerThanDescendants"
274
- )
275
- 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)]
276
- uniform token physics:approximation = "convexHull"
277
- 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)]
278
- custom bool primvars:doNotCastShadows = 1
279
-
280
- def Material "_FlatColorMaterial"
281
- {
282
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
283
-
284
- def Shader "Shader"
285
- {
286
- uniform token info:id = "UsdPreviewSurface"
287
- color3f inputs:diffuseColor = (1, 1, 1)
288
- float inputs:metallic = 0
289
- float inputs:roughness = 1
290
- color3f inputs:specularColor = (0, 0, 0)
291
- token outputs:surface
292
- }
293
- }
294
- }
295
-
296
- def Mesh "East" (
297
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
298
- )
299
- {
300
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
301
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
302
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
303
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
304
- bindMaterialAs = "strongerThanDescendants"
305
- )
306
- 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)]
307
- uniform token physics:approximation = "convexHull"
308
- 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)]
309
- custom bool primvars:doNotCastShadows = 1
310
-
311
- def Material "_FlatColorMaterial"
312
- {
313
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
314
-
315
- def Shader "Shader"
316
- {
317
- uniform token info:id = "UsdPreviewSurface"
318
- color3f inputs:diffuseColor = (1, 1, 1)
319
- float inputs:metallic = 0
320
- float inputs:roughness = 1
321
- color3f inputs:specularColor = (0, 0, 0)
322
- token outputs:surface
323
- }
324
- }
325
- }
326
- }
327
-
328
- def Xform "Lights"
329
- {
330
- def DomeLight "DomeLight_1"
331
- {
332
- float inputs:intensity = 2000
333
- }
334
- }
335
-
336
- def Camera "Camera"
337
- {
338
- float2 clippingRange = (0.006150524, 10000)
339
- float focalLength = 35
340
- float horizontalAperture = 36
341
- float verticalAperture = 36
342
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
343
- uniform token[] xformOpOrder = ["xformOp:transform"]
344
- }
345
- }
346
-
 
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 "Handheld_Welding_Shield"
115
+ {
116
+ over "lens" (
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
+ over "shield_body" (
129
+ prepend apiSchemas = ["MaterialBindingAPI"]
130
+ )
131
+ {
132
+ uniform bool doubleSided = 1
133
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
134
+ bindMaterialAs = "strongerThanDescendants"
135
+ )
136
+ rel material:binding:physics = None
137
+ custom bool singleSided = 0
138
+ }
139
+
140
+ over "lens_frame" (
141
+ prepend apiSchemas = ["MaterialBindingAPI"]
142
+ )
143
+ {
144
+ uniform bool doubleSided = 1
145
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
146
+ bindMaterialAs = "strongerThanDescendants"
147
+ )
148
+ rel material:binding:physics = None
149
+ custom bool singleSided = 0
150
+ }
151
+ }
152
+ }
153
+ }
154
+
155
+ def Xform "Room"
156
+ {
157
+ def Mesh "Bottom" (
158
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
159
+ )
160
+ {
161
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
162
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
163
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
164
+ rel material:binding = </World/Room/Bottom/_FlatColorMaterial> (
165
+ bindMaterialAs = "strongerThanDescendants"
166
+ )
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
+ def Material "_FlatColorMaterial"
173
+ {
174
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
175
+
176
+ def Shader "Shader"
177
+ {
178
+ uniform token info:id = "UsdPreviewSurface"
179
+ color3f inputs:diffuseColor = (1, 1, 1)
180
+ float inputs:metallic = 0
181
+ float inputs:roughness = 1
182
+ color3f inputs:specularColor = (0, 0, 0)
183
+ token outputs:surface
184
+ }
185
+ }
186
+ }
187
+
188
+ def Mesh "Floor" (
189
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
190
+ )
191
+ {
192
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
193
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
194
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
195
+ 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)]
196
+ uniform token physics:approximation = "convexHull"
197
+ bool physics:collisionEnabled = 0
198
+ 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)]
199
+ custom bool primvars:doNotCastShadows = 1
200
+ token visibility = "invisible"
201
+ }
202
+
203
+ def Mesh "North" (
204
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
205
+ )
206
+ {
207
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
208
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
209
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
210
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
211
+ bindMaterialAs = "strongerThanDescendants"
212
+ )
213
+ 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)]
214
+ uniform token physics:approximation = "convexHull"
215
+ 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)]
216
+ custom bool primvars:doNotCastShadows = 1
217
+
218
+ def Material "_FlatColorMaterial"
219
+ {
220
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
221
+
222
+ def Shader "Shader"
223
+ {
224
+ uniform token info:id = "UsdPreviewSurface"
225
+ color3f inputs:diffuseColor = (1, 1, 1)
226
+ float inputs:metallic = 0
227
+ float inputs:roughness = 1
228
+ color3f inputs:specularColor = (0, 0, 0)
229
+ token outputs:surface
230
+ }
231
+ }
232
+ }
233
+
234
+ def Mesh "South" (
235
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
236
+ )
237
+ {
238
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
239
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
240
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
241
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
242
+ bindMaterialAs = "strongerThanDescendants"
243
+ )
244
+ 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)]
245
+ uniform token physics:approximation = "convexHull"
246
+ 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)]
247
+ custom bool primvars:doNotCastShadows = 1
248
+
249
+ def Material "_FlatColorMaterial"
250
+ {
251
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
252
+
253
+ def Shader "Shader"
254
+ {
255
+ uniform token info:id = "UsdPreviewSurface"
256
+ color3f inputs:diffuseColor = (1, 1, 1)
257
+ float inputs:metallic = 0
258
+ float inputs:roughness = 1
259
+ color3f inputs:specularColor = (0, 0, 0)
260
+ token outputs:surface
261
+ }
262
+ }
263
+ }
264
+
265
+ def Mesh "West" (
266
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
267
+ )
268
+ {
269
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
270
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
271
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
272
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
273
+ bindMaterialAs = "strongerThanDescendants"
274
+ )
275
+ 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)]
276
+ uniform token physics:approximation = "convexHull"
277
+ 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)]
278
+ custom bool primvars:doNotCastShadows = 1
279
+
280
+ def Material "_FlatColorMaterial"
281
+ {
282
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
283
+
284
+ def Shader "Shader"
285
+ {
286
+ uniform token info:id = "UsdPreviewSurface"
287
+ color3f inputs:diffuseColor = (1, 1, 1)
288
+ float inputs:metallic = 0
289
+ float inputs:roughness = 1
290
+ color3f inputs:specularColor = (0, 0, 0)
291
+ token outputs:surface
292
+ }
293
+ }
294
+ }
295
+
296
+ def Mesh "East" (
297
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
298
+ )
299
+ {
300
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
301
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
302
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
303
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
304
+ bindMaterialAs = "strongerThanDescendants"
305
+ )
306
+ 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)]
307
+ uniform token physics:approximation = "convexHull"
308
+ 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)]
309
+ custom bool primvars:doNotCastShadows = 1
310
+
311
+ def Material "_FlatColorMaterial"
312
+ {
313
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
314
+
315
+ def Shader "Shader"
316
+ {
317
+ uniform token info:id = "UsdPreviewSurface"
318
+ color3f inputs:diffuseColor = (1, 1, 1)
319
+ float inputs:metallic = 0
320
+ float inputs:roughness = 1
321
+ color3f inputs:specularColor = (0, 0, 0)
322
+ token outputs:surface
323
+ }
324
+ }
325
+ }
326
+ }
327
+
328
+ def Xform "Lights"
329
+ {
330
+ def DomeLight "DomeLight_1"
331
+ {
332
+ float inputs:intensity = 2000
333
+ }
334
+ }
335
+
336
+ def Camera "Camera"
337
+ {
338
+ float2 clippingRange = (0.006150524, 10000)
339
+ float focalLength = 35
340
+ float horizontalAperture = 36
341
+ float verticalAperture = 36
342
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
343
+ uniform token[] xformOpOrder = ["xformOp:transform"]
344
+ }
345
+ }
346
+
reports/runtime/results/external/f79c50f1c24d/.simready/runtime/pivot/isaac_sim/test_scene.usda CHANGED
@@ -1,275 +1,275 @@
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 "Handheld_Welding_Shield"
115
- {
116
- over "lens" (
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
- over "shield_body" (
127
- prepend apiSchemas = ["MaterialBindingAPI"]
128
- )
129
- {
130
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
131
- bindMaterialAs = "strongerThanDescendants"
132
- )
133
- rel material:binding:physics = None
134
- }
135
-
136
- over "lens_frame" (
137
- prepend apiSchemas = ["MaterialBindingAPI"]
138
- )
139
- {
140
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
141
- bindMaterialAs = "strongerThanDescendants"
142
- )
143
- rel material:binding:physics = None
144
- }
145
- }
146
- }
147
- }
148
-
149
- def Xform "Room"
150
- {
151
- def Mesh "Bottom" (
152
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
153
- )
154
- {
155
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
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
- 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)]
159
- uniform token physics:approximation = "convexHull"
160
- 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)]
161
- custom bool primvars:doNotCastShadows = 1
162
- }
163
-
164
- def Mesh "Floor" (
165
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
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
- rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
172
- bindMaterialAs = "strongerThanDescendants"
173
- )
174
- 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)]
175
- uniform token physics:approximation = "convexHull"
176
- bool physics:collisionEnabled = 1
177
- 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)]
178
- custom bool primvars:doNotCastShadows = 1
179
-
180
- def Material "_FlatColorMaterial"
181
- {
182
- token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
183
-
184
- def Shader "Shader"
185
- {
186
- uniform token info:id = "UsdPreviewSurface"
187
- color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
188
- float inputs:metallic = 0
189
- float inputs:roughness = 1
190
- color3f inputs:specularColor = (0, 0, 0)
191
- token outputs:surface
192
- }
193
- }
194
- }
195
-
196
- def Mesh "North" (
197
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
198
- )
199
- {
200
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
201
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
202
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
203
- 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)]
204
- uniform token physics:approximation = "convexHull"
205
- 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)]
206
- custom bool primvars:doNotCastShadows = 1
207
- }
208
-
209
- def Mesh "South" (
210
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
211
- )
212
- {
213
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
214
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
215
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
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
-
222
- def Mesh "West" (
223
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
224
- )
225
- {
226
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
227
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
228
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
229
- 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)]
230
- uniform token physics:approximation = "convexHull"
231
- 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)]
232
- custom bool primvars:doNotCastShadows = 1
233
- }
234
-
235
- def Mesh "East" (
236
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
237
- )
238
- {
239
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
240
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
241
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
242
- 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)]
243
- uniform token physics:approximation = "convexHull"
244
- 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)]
245
- custom bool primvars:doNotCastShadows = 1
246
- }
247
- }
248
-
249
- def Xform "Lights"
250
- {
251
- def DistantLight "DistantLight_1"
252
- {
253
- float inputs:angle = 1
254
- float inputs:intensity = 3000
255
- float3 xformOp:rotateXYZ = (45, 0, 90)
256
- uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
257
- }
258
-
259
- def DomeLight "DomeLight_2"
260
- {
261
- float inputs:intensity = 150
262
- }
263
- }
264
-
265
- def Camera "Camera"
266
- {
267
- float2 clippingRange = (0.006150524, 10000)
268
- float focalLength = 35
269
- float horizontalAperture = 36
270
- float verticalAperture = 36
271
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
272
- uniform token[] xformOpOrder = ["xformOp:transform"]
273
- }
274
- }
275
-
 
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 "Handheld_Welding_Shield"
115
+ {
116
+ over "lens" (
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
+ over "shield_body" (
127
+ prepend apiSchemas = ["MaterialBindingAPI"]
128
+ )
129
+ {
130
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
131
+ bindMaterialAs = "strongerThanDescendants"
132
+ )
133
+ rel material:binding:physics = None
134
+ }
135
+
136
+ over "lens_frame" (
137
+ prepend apiSchemas = ["MaterialBindingAPI"]
138
+ )
139
+ {
140
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
141
+ bindMaterialAs = "strongerThanDescendants"
142
+ )
143
+ rel material:binding:physics = None
144
+ }
145
+ }
146
+ }
147
+ }
148
+
149
+ def Xform "Room"
150
+ {
151
+ def Mesh "Bottom" (
152
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
153
+ )
154
+ {
155
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
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
+ 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)]
159
+ uniform token physics:approximation = "convexHull"
160
+ 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)]
161
+ custom bool primvars:doNotCastShadows = 1
162
+ }
163
+
164
+ def Mesh "Floor" (
165
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
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
+ rel material:binding = </World/Room/Floor/_FlatColorMaterial> (
172
+ bindMaterialAs = "strongerThanDescendants"
173
+ )
174
+ 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)]
175
+ uniform token physics:approximation = "convexHull"
176
+ bool physics:collisionEnabled = 1
177
+ 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)]
178
+ custom bool primvars:doNotCastShadows = 1
179
+
180
+ def Material "_FlatColorMaterial"
181
+ {
182
+ token outputs:surface.connect = </World/Room/Floor/_FlatColorMaterial/Shader.outputs:surface>
183
+
184
+ def Shader "Shader"
185
+ {
186
+ uniform token info:id = "UsdPreviewSurface"
187
+ color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
188
+ float inputs:metallic = 0
189
+ float inputs:roughness = 1
190
+ color3f inputs:specularColor = (0, 0, 0)
191
+ token outputs:surface
192
+ }
193
+ }
194
+ }
195
+
196
+ def Mesh "North" (
197
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
198
+ )
199
+ {
200
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
201
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
202
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
203
+ 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)]
204
+ uniform token physics:approximation = "convexHull"
205
+ 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)]
206
+ custom bool primvars:doNotCastShadows = 1
207
+ }
208
+
209
+ def Mesh "South" (
210
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
211
+ )
212
+ {
213
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
214
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
215
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
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
+
222
+ def Mesh "West" (
223
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
224
+ )
225
+ {
226
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
227
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
228
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
229
+ 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)]
230
+ uniform token physics:approximation = "convexHull"
231
+ 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)]
232
+ custom bool primvars:doNotCastShadows = 1
233
+ }
234
+
235
+ def Mesh "East" (
236
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
237
+ )
238
+ {
239
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
240
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
241
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
242
+ 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)]
243
+ uniform token physics:approximation = "convexHull"
244
+ 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)]
245
+ custom bool primvars:doNotCastShadows = 1
246
+ }
247
+ }
248
+
249
+ def Xform "Lights"
250
+ {
251
+ def DistantLight "DistantLight_1"
252
+ {
253
+ float inputs:angle = 1
254
+ float inputs:intensity = 3000
255
+ float3 xformOp:rotateXYZ = (45, 0, 90)
256
+ uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
257
+ }
258
+
259
+ def DomeLight "DomeLight_2"
260
+ {
261
+ float inputs:intensity = 150
262
+ }
263
+ }
264
+
265
+ def Camera "Camera"
266
+ {
267
+ float2 clippingRange = (0.006150524, 10000)
268
+ float focalLength = 35
269
+ float horizontalAperture = 36
270
+ float verticalAperture = 36
271
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
272
+ uniform token[] xformOpOrder = ["xformOp:transform"]
273
+ }
274
+ }
275
+
reports/runtime/results/external/f79c50f1c24d/.simready/runtime/presence/isaac_sim/test_scene.usda CHANGED
@@ -1,340 +1,340 @@
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 "Handheld_Welding_Shield"
115
- {
116
- over "lens" (
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
- over "shield_body" (
127
- prepend apiSchemas = ["MaterialBindingAPI"]
128
- )
129
- {
130
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
131
- bindMaterialAs = "strongerThanDescendants"
132
- )
133
- rel material:binding:physics = None
134
- }
135
-
136
- over "lens_frame" (
137
- prepend apiSchemas = ["MaterialBindingAPI"]
138
- )
139
- {
140
- rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
141
- bindMaterialAs = "strongerThanDescendants"
142
- )
143
- rel material:binding:physics = None
144
- }
145
- }
146
- }
147
- }
148
-
149
- def Xform "Room"
150
- {
151
- def Mesh "Bottom" (
152
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
153
- )
154
- {
155
- float3[] extent = [(-50, -50, -52), (50, 50, -50)]
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/Bottom/_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
- 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)]
164
- custom bool primvars:doNotCastShadows = 1
165
-
166
- def Material "_FlatColorMaterial"
167
- {
168
- token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
169
-
170
- def Shader "Shader"
171
- {
172
- uniform token info:id = "UsdPreviewSurface"
173
- color3f inputs:diffuseColor = (1, 1, 1)
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 "Floor" (
183
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
184
- )
185
- {
186
- float3[] extent = [(-50, -50, -2), (50, 50, 0)]
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
- 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)]
190
- uniform token physics:approximation = "convexHull"
191
- bool physics:collisionEnabled = 0
192
- 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)]
193
- custom bool primvars:doNotCastShadows = 1
194
- token visibility = "invisible"
195
- }
196
-
197
- def Mesh "North" (
198
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
199
- )
200
- {
201
- float3[] extent = [(-50, -52, -50), (50, -50, 50)]
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
- rel material:binding = </World/Room/North/_FlatColorMaterial> (
205
- bindMaterialAs = "strongerThanDescendants"
206
- )
207
- 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)]
208
- uniform token physics:approximation = "convexHull"
209
- 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)]
210
- custom bool primvars:doNotCastShadows = 1
211
-
212
- def Material "_FlatColorMaterial"
213
- {
214
- token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
215
-
216
- def Shader "Shader"
217
- {
218
- uniform token info:id = "UsdPreviewSurface"
219
- color3f inputs:diffuseColor = (1, 1, 1)
220
- float inputs:metallic = 0
221
- float inputs:roughness = 1
222
- color3f inputs:specularColor = (0, 0, 0)
223
- token outputs:surface
224
- }
225
- }
226
- }
227
-
228
- def Mesh "South" (
229
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
230
- )
231
- {
232
- float3[] extent = [(-50, 50, -50), (50, 52, 50)]
233
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
234
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
235
- rel material:binding = </World/Room/South/_FlatColorMaterial> (
236
- bindMaterialAs = "strongerThanDescendants"
237
- )
238
- 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)]
239
- uniform token physics:approximation = "convexHull"
240
- 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)]
241
- custom bool primvars:doNotCastShadows = 1
242
-
243
- def Material "_FlatColorMaterial"
244
- {
245
- token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
246
-
247
- def Shader "Shader"
248
- {
249
- uniform token info:id = "UsdPreviewSurface"
250
- color3f inputs:diffuseColor = (1, 1, 1)
251
- float inputs:metallic = 0
252
- float inputs:roughness = 1
253
- color3f inputs:specularColor = (0, 0, 0)
254
- token outputs:surface
255
- }
256
- }
257
- }
258
-
259
- def Mesh "West" (
260
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
261
- )
262
- {
263
- float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
264
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
265
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
266
- rel material:binding = </World/Room/West/_FlatColorMaterial> (
267
- bindMaterialAs = "strongerThanDescendants"
268
- )
269
- 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)]
270
- uniform token physics:approximation = "convexHull"
271
- 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)]
272
- custom bool primvars:doNotCastShadows = 1
273
-
274
- def Material "_FlatColorMaterial"
275
- {
276
- token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
277
-
278
- def Shader "Shader"
279
- {
280
- uniform token info:id = "UsdPreviewSurface"
281
- color3f inputs:diffuseColor = (1, 1, 1)
282
- float inputs:metallic = 0
283
- float inputs:roughness = 1
284
- color3f inputs:specularColor = (0, 0, 0)
285
- token outputs:surface
286
- }
287
- }
288
- }
289
-
290
- def Mesh "East" (
291
- prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
292
- )
293
- {
294
- float3[] extent = [(50, -50, -50), (52, 50, 50)]
295
- int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
296
- int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
297
- rel material:binding = </World/Room/East/_FlatColorMaterial> (
298
- bindMaterialAs = "strongerThanDescendants"
299
- )
300
- 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)]
301
- uniform token physics:approximation = "convexHull"
302
- 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)]
303
- custom bool primvars:doNotCastShadows = 1
304
-
305
- def Material "_FlatColorMaterial"
306
- {
307
- token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
308
-
309
- def Shader "Shader"
310
- {
311
- uniform token info:id = "UsdPreviewSurface"
312
- color3f inputs:diffuseColor = (1, 1, 1)
313
- float inputs:metallic = 0
314
- float inputs:roughness = 1
315
- color3f inputs:specularColor = (0, 0, 0)
316
- token outputs:surface
317
- }
318
- }
319
- }
320
- }
321
-
322
- def Xform "Lights"
323
- {
324
- def DomeLight "DomeLight_1"
325
- {
326
- float inputs:intensity = 1000
327
- }
328
- }
329
-
330
- def Camera "Camera"
331
- {
332
- float2 clippingRange = (0.006150524, 10000)
333
- float focalLength = 35
334
- float horizontalAperture = 36
335
- float verticalAperture = 36
336
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
337
- uniform token[] xformOpOrder = ["xformOp:transform"]
338
- }
339
- }
340
-
 
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 "Handheld_Welding_Shield"
115
+ {
116
+ over "lens" (
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
+ over "shield_body" (
127
+ prepend apiSchemas = ["MaterialBindingAPI"]
128
+ )
129
+ {
130
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
131
+ bindMaterialAs = "strongerThanDescendants"
132
+ )
133
+ rel material:binding:physics = None
134
+ }
135
+
136
+ over "lens_frame" (
137
+ prepend apiSchemas = ["MaterialBindingAPI"]
138
+ )
139
+ {
140
+ rel material:binding = </World/AssetRoot/Asset/_FlatColorMaterial> (
141
+ bindMaterialAs = "strongerThanDescendants"
142
+ )
143
+ rel material:binding:physics = None
144
+ }
145
+ }
146
+ }
147
+ }
148
+
149
+ def Xform "Room"
150
+ {
151
+ def Mesh "Bottom" (
152
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
153
+ )
154
+ {
155
+ float3[] extent = [(-50, -50, -52), (50, 50, -50)]
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/Bottom/_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
+ 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)]
164
+ custom bool primvars:doNotCastShadows = 1
165
+
166
+ def Material "_FlatColorMaterial"
167
+ {
168
+ token outputs:surface.connect = </World/Room/Bottom/_FlatColorMaterial/Shader.outputs:surface>
169
+
170
+ def Shader "Shader"
171
+ {
172
+ uniform token info:id = "UsdPreviewSurface"
173
+ color3f inputs:diffuseColor = (1, 1, 1)
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 "Floor" (
183
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI"]
184
+ )
185
+ {
186
+ float3[] extent = [(-50, -50, -2), (50, 50, 0)]
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
+ 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)]
190
+ uniform token physics:approximation = "convexHull"
191
+ bool physics:collisionEnabled = 0
192
+ 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)]
193
+ custom bool primvars:doNotCastShadows = 1
194
+ token visibility = "invisible"
195
+ }
196
+
197
+ def Mesh "North" (
198
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
199
+ )
200
+ {
201
+ float3[] extent = [(-50, -52, -50), (50, -50, 50)]
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
+ rel material:binding = </World/Room/North/_FlatColorMaterial> (
205
+ bindMaterialAs = "strongerThanDescendants"
206
+ )
207
+ 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)]
208
+ uniform token physics:approximation = "convexHull"
209
+ 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)]
210
+ custom bool primvars:doNotCastShadows = 1
211
+
212
+ def Material "_FlatColorMaterial"
213
+ {
214
+ token outputs:surface.connect = </World/Room/North/_FlatColorMaterial/Shader.outputs:surface>
215
+
216
+ def Shader "Shader"
217
+ {
218
+ uniform token info:id = "UsdPreviewSurface"
219
+ color3f inputs:diffuseColor = (1, 1, 1)
220
+ float inputs:metallic = 0
221
+ float inputs:roughness = 1
222
+ color3f inputs:specularColor = (0, 0, 0)
223
+ token outputs:surface
224
+ }
225
+ }
226
+ }
227
+
228
+ def Mesh "South" (
229
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
230
+ )
231
+ {
232
+ float3[] extent = [(-50, 50, -50), (50, 52, 50)]
233
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
234
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
235
+ rel material:binding = </World/Room/South/_FlatColorMaterial> (
236
+ bindMaterialAs = "strongerThanDescendants"
237
+ )
238
+ 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)]
239
+ uniform token physics:approximation = "convexHull"
240
+ 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)]
241
+ custom bool primvars:doNotCastShadows = 1
242
+
243
+ def Material "_FlatColorMaterial"
244
+ {
245
+ token outputs:surface.connect = </World/Room/South/_FlatColorMaterial/Shader.outputs:surface>
246
+
247
+ def Shader "Shader"
248
+ {
249
+ uniform token info:id = "UsdPreviewSurface"
250
+ color3f inputs:diffuseColor = (1, 1, 1)
251
+ float inputs:metallic = 0
252
+ float inputs:roughness = 1
253
+ color3f inputs:specularColor = (0, 0, 0)
254
+ token outputs:surface
255
+ }
256
+ }
257
+ }
258
+
259
+ def Mesh "West" (
260
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
261
+ )
262
+ {
263
+ float3[] extent = [(-52, -50, -50), (-50, 50, 50)]
264
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
265
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
266
+ rel material:binding = </World/Room/West/_FlatColorMaterial> (
267
+ bindMaterialAs = "strongerThanDescendants"
268
+ )
269
+ 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)]
270
+ uniform token physics:approximation = "convexHull"
271
+ 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)]
272
+ custom bool primvars:doNotCastShadows = 1
273
+
274
+ def Material "_FlatColorMaterial"
275
+ {
276
+ token outputs:surface.connect = </World/Room/West/_FlatColorMaterial/Shader.outputs:surface>
277
+
278
+ def Shader "Shader"
279
+ {
280
+ uniform token info:id = "UsdPreviewSurface"
281
+ color3f inputs:diffuseColor = (1, 1, 1)
282
+ float inputs:metallic = 0
283
+ float inputs:roughness = 1
284
+ color3f inputs:specularColor = (0, 0, 0)
285
+ token outputs:surface
286
+ }
287
+ }
288
+ }
289
+
290
+ def Mesh "East" (
291
+ prepend apiSchemas = ["PhysicsCollisionAPI", "PhysicsMeshCollisionAPI", "MaterialBindingAPI"]
292
+ )
293
+ {
294
+ float3[] extent = [(50, -50, -50), (52, 50, 50)]
295
+ int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
296
+ int[] faceVertexIndices = [0, 1, 2, 3, 7, 6, 5, 4, 0, 4, 5, 1, 1, 5, 6, 2, 2, 6, 7, 3, 3, 7, 4, 0]
297
+ rel material:binding = </World/Room/East/_FlatColorMaterial> (
298
+ bindMaterialAs = "strongerThanDescendants"
299
+ )
300
+ 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)]
301
+ uniform token physics:approximation = "convexHull"
302
+ 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)]
303
+ custom bool primvars:doNotCastShadows = 1
304
+
305
+ def Material "_FlatColorMaterial"
306
+ {
307
+ token outputs:surface.connect = </World/Room/East/_FlatColorMaterial/Shader.outputs:surface>
308
+
309
+ def Shader "Shader"
310
+ {
311
+ uniform token info:id = "UsdPreviewSurface"
312
+ color3f inputs:diffuseColor = (1, 1, 1)
313
+ float inputs:metallic = 0
314
+ float inputs:roughness = 1
315
+ color3f inputs:specularColor = (0, 0, 0)
316
+ token outputs:surface
317
+ }
318
+ }
319
+ }
320
+ }
321
+
322
+ def Xform "Lights"
323
+ {
324
+ def DomeLight "DomeLight_1"
325
+ {
326
+ float inputs:intensity = 1000
327
+ }
328
+ }
329
+
330
+ def Camera "Camera"
331
+ {
332
+ float2 clippingRange = (0.006150524, 10000)
333
+ float focalLength = 35
334
+ float horizontalAperture = 36
335
+ float verticalAperture = 36
336
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
337
+ uniform token[] xformOpOrder = ["xformOp:transform"]
338
+ }
339
+ }
340
+
reports/runtime/results/external/f79c50f1c24d/.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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 = (0.006150524, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 = (0.006150524, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/f79c50f1c24d/.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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 = (0.006150524, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
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/handheld_welding_shield/simready_usd/handheld_welding_shield.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 = (0.006150524, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.19558628049614452, 0.5215634183816756, 0.4795051832612677, 1.0000000000000002) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/f79c50f1c24d/.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, -1.7322015577393535, 4.868000378016092)
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/handheld_welding_shield/simready_usd/handheld_welding_shield.usd@
100
- )
101
- {
102
- over "Handheld_Welding_Shield" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (0.000019102226, -0.024849316, 0.27635035)
108
- float3 physics:diagonalInertia = (0.002577308, 0.0034509317, 0.0015773051)
109
- float physics:mass = 0.21765465
110
- quatf physics:principalAxes = (0.9956039, -0.093663976, 0.000024136745, -0.000094631985)
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 = (-1.8189894e-12, -1.8493557e-8, -0.0010217327)
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, 3.4995756, 0.043744694)
324
- double3 xformOp:translate = (0, 0, 2.404582136292935)
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, 2.404582136292935)
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, 6.999151, 0.043744694)
369
- double3 xformOp:translate = (0, 0, -0.021872347593307497)
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 = (0.00886025, 1000)
426
- float focalLength = 35
427
- float horizontalAperture = 36
428
- matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.1961161351381841, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.19611613513818407, 0), (-0.8688190380064846, -1.732201563260842, 5.259976795203978, 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, -1.7322015577393535, 4.868000378016092)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/handheld_welding_shield/simready_usd/handheld_welding_shield.usd@
100
+ )
101
+ {
102
+ over "Handheld_Welding_Shield" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (0.000019102226, -0.024849316, 0.27635035)
108
+ float3 physics:diagonalInertia = (0.002577308, 0.0034509317, 0.0015773051)
109
+ float physics:mass = 0.21765465
110
+ quatf physics:principalAxes = (0.9956039, -0.093663976, 0.000024136745, -0.000094631985)
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 = (-1.8189894e-12, -1.8493557e-8, -0.0010217327)
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, 3.4995756, 0.043744694)
324
+ double3 xformOp:translate = (0, 0, 2.404582136292935)
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, 2.404582136292935)
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, 6.999151, 0.043744694)
369
+ double3 xformOp:translate = (0, 0, -0.021872347593307497)
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 = (0.00886025, 1000)
426
+ float focalLength = 35
427
+ float horizontalAperture = 36
428
+ matrix4d xformOp:transform = ( (0, -1.0000000000000002, 0, 0), (0.1961161351381841, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.19611613513818407, 0), (-0.8688190380064846, -1.732201563260842, 5.259976795203978, 1) )
429
+ uniform token[] xformOpOrder = ["xformOp:transform"]
430
+ }
431
+ }
432
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 "Container_Box"
115
- {
116
- over "container_box" (
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 = (0.008932012, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 "Container_Box"
115
+ {
116
+ over "container_box" (
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 = (0.008932012, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/fd6111c3d650/.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, 0.41700009363499735)
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/container_box/simready_usd/container_box.usd@
100
- )
101
- {
102
- over "Container_Box"
103
- {
104
- over "container_box"
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 = (2.2737368e-13, -2.2737368e-13, -0.0010218407)
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 = (0.012003112, 1000)
358
- float focalLength = 35
359
- float horizontalAperture = 36
360
- matrix4d xformOp:transform = ( (-0.9363291775690448, 0.3511234415883918, -2.7755575615628926e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802987, 0), (0.3179993640019081, 0.8479983040050882, 0.42399915200254396, -0), (0.38169818962820234, 1.0178618688104453, 1.0644200956021428, 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, 0.41700009363499735)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/container_box/simready_usd/container_box.usd@
100
+ )
101
+ {
102
+ over "Container_Box"
103
+ {
104
+ over "container_box"
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 = (2.2737368e-13, -2.2737368e-13, -0.0010218407)
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 = (0.012003112, 1000)
358
+ float focalLength = 35
359
+ float horizontalAperture = 36
360
+ matrix4d xformOp:transform = ( (-0.9363291775690448, 0.3511234415883918, -2.7755575615628926e-17, 0), (-0.14887604148169287, -0.39700277728451433, 0.9056625856802987, 0), (0.3179993640019081, 0.8479983040050882, 0.42399915200254396, -0), (0.38169818962820234, 1.0178618688104453, 1.0644200956021428, 1.0000000000000002) )
361
+ uniform token[] xformOpOrder = ["xformOp:transform"]
362
+ }
363
+ }
364
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 "Container_Box"
115
- {
116
- over "container_box" (
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 = (0.008932012, 10000)
321
- float focalLength = 35
322
- float horizontalAperture = 36
323
- float verticalAperture = 36
324
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 "Container_Box"
115
+ {
116
+ over "container_box" (
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 = (0.008932012, 10000)
321
+ float focalLength = 35
322
+ float horizontalAperture = 36
323
+ float verticalAperture = 36
324
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
325
+ uniform token[] xformOpOrder = ["xformOp:transform"]
326
+ }
327
+ }
328
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 = (0.008932012, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 = (0.008932012, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 "Container_Box"
115
- {
116
- over "container_box" (
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 = (0.008932012, 10000)
315
- float focalLength = 35
316
- float horizontalAperture = 36
317
- float verticalAperture = 36
318
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 "Container_Box"
115
+ {
116
+ over "container_box" (
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 = (0.008932012, 10000)
315
+ float focalLength = 35
316
+ float horizontalAperture = 36
317
+ float verticalAperture = 36
318
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
319
+ uniform token[] xformOpOrder = ["xformOp:transform"]
320
+ }
321
+ }
322
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 "Container_Box"
115
- {
116
- over "container_box" (
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 = (0.008932012, 10000)
248
- float focalLength = 35
249
- float horizontalAperture = 36
250
- float verticalAperture = 36
251
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 "Container_Box"
115
+ {
116
+ over "container_box" (
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 = (0.008932012, 10000)
248
+ float focalLength = 35
249
+ float horizontalAperture = 36
250
+ float verticalAperture = 36
251
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
252
+ uniform token[] xformOpOrder = ["xformOp:transform"]
253
+ }
254
+ }
255
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 "Container_Box"
115
- {
116
- over "container_box" (
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 = (0.008932012, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 "Container_Box"
115
+ {
116
+ over "container_box" (
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 = (0.008932012, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 = (0.008932012, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 = (0.008932012, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/fd6111c3d650/.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/container_box/simready_usd/container_box.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 = (0.008932012, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 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/container_box/simready_usd/container_box.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 = (0.008932012, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.2840374269177858, 0.7574331682497512, 0.5177165720497545, 1) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/fd6111c3d650/.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, -2.3521199549904592, 6.231751333882898)
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/container_box/simready_usd/container_box.usd@
100
- )
101
- {
102
- over "Container_Box"
103
- {
104
- over "container_box"
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 = (2.2737368e-13, 3.235252e-8, -0.001021754)
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, 4.752, 0.0594)
321
- double3 xformOp:translate = (0, 0, 3.265131324596508)
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, 3.265131324596508)
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, 9.504, 0.0594)
366
- double3 xformOp:translate = (0, 0, -0.029699999094009402)
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 = (0.012003112, 1000)
423
- float focalLength = 35
424
- float horizontalAperture = 36
425
- matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818374, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.1961161351381837, 0), (-1.177001941089512, -2.3521199090118765, 6.605640847928559, 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, -2.3521199549904592, 6.231751333882898)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/container_box/simready_usd/container_box.usd@
100
+ )
101
+ {
102
+ over "Container_Box"
103
+ {
104
+ over "container_box"
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 = (2.2737368e-13, 3.235252e-8, -0.001021754)
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, 4.752, 0.0594)
321
+ double3 xformOp:translate = (0, 0, 3.265131324596508)
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, 3.265131324596508)
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, 9.504, 0.0594)
366
+ double3 xformOp:translate = (0, 0, -0.029699999094009402)
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 = (0.012003112, 1000)
423
+ float focalLength = 35
424
+ float horizontalAperture = 36
425
+ matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818374, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.1961161351381837, 0), (-1.177001941089512, -2.3521199090118765, 6.605640847928559, 1) )
426
+ uniform token[] xformOpOrder = ["xformOp:transform"]
427
+ }
428
+ }
429
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
- {
116
- over "carpenter_square" (
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 = (0.004365267, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
+ {
116
+ over "carpenter_square" (
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 = (0.004365267, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.usd@
100
- )
101
- {
102
- over "Carpenter_Square" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (-0.050657906, 0.050657894, 0.0005)
108
- float3 physics:diagonalInertia = (0.00036684657, 0.0020495094, 0.0024163239)
109
- float physics:mass = 0.194
110
- quatf physics:principalAxes = (0.97856283, 0, 0, 0.20594858)
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 = (7.450581e-9, -7.450581e-9, -0.001021859)
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 = (0.0060621784, 1000)
361
- float focalLength = 35
362
- float horizontalAperture = 36
363
- matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.19277688550228309, 0.5140716810133573, 0.457024912891457, 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/carpenter_square/simready_usd/carpenter_square.usd@
100
+ )
101
+ {
102
+ over "Carpenter_Square" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (-0.050657906, 0.050657894, 0.0005)
108
+ float3 physics:diagonalInertia = (0.00036684657, 0.0020495094, 0.0024163239)
109
+ float physics:mass = 0.194
110
+ quatf physics:principalAxes = (0.97856283, 0, 0, 0.20594858)
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 = (7.450581e-9, -7.450581e-9, -0.001021859)
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 = (0.0060621784, 1000)
361
+ float focalLength = 35
362
+ float horizontalAperture = 36
363
+ matrix4d xformOp:transform = ( (-0.9363291775690444, 0.3511234415883916, 0, 0), (-0.14887604148169284, -0.3970027772845143, 0.9056625856802981, 0), (0.3179993640019079, 0.8479983040050879, 0.423999152002544, -0), (0.19277688550228309, 0.5140716810133573, 0.457024912891457, 1) )
364
+ uniform token[] xformOpOrder = ["xformOp:transform"]
365
+ }
366
+ }
367
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
- {
116
- over "carpenter_square" (
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 = (0.004365267, 10000)
321
- float focalLength = 35
322
- float horizontalAperture = 36
323
- float verticalAperture = 36
324
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
+ {
116
+ over "carpenter_square" (
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 = (0.004365267, 10000)
321
+ float focalLength = 35
322
+ float horizontalAperture = 36
323
+ float verticalAperture = 36
324
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
325
+ uniform token[] xformOpOrder = ["xformOp:transform"]
326
+ }
327
+ }
328
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 = (0.004365267, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 = (0.004365267, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
- {
116
- over "carpenter_square" (
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 = (0.004365267, 10000)
315
- float focalLength = 35
316
- float horizontalAperture = 36
317
- float verticalAperture = 36
318
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
+ {
116
+ over "carpenter_square" (
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 = (0.004365267, 10000)
315
+ float focalLength = 35
316
+ float horizontalAperture = 36
317
+ float verticalAperture = 36
318
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
319
+ uniform token[] xformOpOrder = ["xformOp:transform"]
320
+ }
321
+ }
322
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
- {
116
- over "carpenter_square" (
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 = (0.004365267, 10000)
248
- float focalLength = 35
249
- float horizontalAperture = 36
250
- float verticalAperture = 36
251
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
+ {
116
+ over "carpenter_square" (
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 = (0.004365267, 10000)
248
+ float focalLength = 35
249
+ float horizontalAperture = 36
250
+ float verticalAperture = 36
251
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
252
+ uniform token[] xformOpOrder = ["xformOp:transform"]
253
+ }
254
+ }
255
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
- {
116
- over "carpenter_square" (
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 = (0.004365267, 10000)
313
- float focalLength = 35
314
- float horizontalAperture = 36
315
- float verticalAperture = 36
316
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 "Carpenter_Square"
115
+ {
116
+ over "carpenter_square" (
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 = (0.004365267, 10000)
313
+ float focalLength = 35
314
+ float horizontalAperture = 36
315
+ float verticalAperture = 36
316
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
317
+ uniform token[] xformOpOrder = ["xformOp:transform"]
318
+ }
319
+ }
320
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 = (0.004365267, 10000)
293
- float focalLength = 35
294
- float horizontalAperture = 36
295
- float verticalAperture = 36
296
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 = (0.004365267, 10000)
293
+ float focalLength = 35
294
+ float horizontalAperture = 36
295
+ float verticalAperture = 36
296
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
297
+ uniform token[] xformOpOrder = ["xformOp:transform"]
298
+ }
299
+ }
300
+
reports/runtime/results/external/fec9aed21916/.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/carpenter_square/simready_usd/carpenter_square.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 = (0.004365267, 10000)
286
- float focalLength = 35
287
- float horizontalAperture = 36
288
- float verticalAperture = 36
289
- matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
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/carpenter_square/simready_usd/carpenter_square.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 = (0.004365267, 10000)
286
+ float focalLength = 35
287
+ float horizontalAperture = 36
288
+ float verticalAperture = 36
289
+ matrix4d xformOp:transform = ( (-0.9363291775690447, 0.3511234415883917, 0, 0), (-0.1488760414816929, -0.3970027772845144, 0.9056625856802984, 0), (0.317999364001908, 0.8479983040050881, 0.423999152002544, -0), (0.13881521555618373, 0.3701739081498233, 0.18558695409866038, 1.0000000000000002) )
290
+ uniform token[] xformOpOrder = ["xformOp:transform"]
291
+ }
292
+ }
293
+
reports/runtime/results/external/fec9aed21916/.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, -1.1879394395978702, 3.0369957814633097)
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/carpenter_square/simready_usd/carpenter_square.usd@
100
- )
101
- {
102
- over "Carpenter_Square" (
103
- prepend apiSchemas = ["PhysicsMassAPI"]
104
- )
105
- {
106
- vector3f physics:angularVelocity = (0, 0, 0)
107
- point3f physics:centerOfMass = (-0.050657906, 0.050657894, 0.0005)
108
- float3 physics:diagonalInertia = (0.00036684657, 0.0020495094, 0.0024163239)
109
- float physics:mass = 0.194
110
- quatf physics:principalAxes = (0.97856283, 0, 0, 0.20594858)
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 = (7.450581e-9, 3.4156585e-8, -0.0010217557)
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, 2.4, 0.030000001)
324
- double3 xformOp:translate = (0, 0, 1.6490563403753233)
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, 1.6490563403753233)
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, 4.8, 0.030000001)
369
- double3 xformOp:translate = (0, 0, -0.015000000596046448)
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 = (0.0060621784, 1000)
426
- float focalLength = 35
427
- float horizontalAperture = 36
428
- matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818382, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.1961161351381838, 0), (-0.5944454775849745, -1.1879394225195774, 3.155873999877691, 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, -1.1879394395978702, 3.0369957814633097)
96
+ uniform token[] xformOpOrder = ["xformOp:translate"]
97
+
98
+ def "Asset" (
99
+ prepend references = @../../../../../../../../../assets/carpenter_square/simready_usd/carpenter_square.usd@
100
+ )
101
+ {
102
+ over "Carpenter_Square" (
103
+ prepend apiSchemas = ["PhysicsMassAPI"]
104
+ )
105
+ {
106
+ vector3f physics:angularVelocity = (0, 0, 0)
107
+ point3f physics:centerOfMass = (-0.050657906, 0.050657894, 0.0005)
108
+ float3 physics:diagonalInertia = (0.00036684657, 0.0020495094, 0.0024163239)
109
+ float physics:mass = 0.194
110
+ quatf physics:principalAxes = (0.97856283, 0, 0, 0.20594858)
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 = (7.450581e-9, 3.4156585e-8, -0.0010217557)
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, 2.4, 0.030000001)
324
+ double3 xformOp:translate = (0, 0, 1.6490563403753233)
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, 1.6490563403753233)
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, 4.8, 0.030000001)
369
+ double3 xformOp:translate = (0, 0, -0.015000000596046448)
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 = (0.0060621784, 1000)
426
+ float focalLength = 35
427
+ float horizontalAperture = 36
428
+ matrix4d xformOp:transform = ( (0, -1, 0, 0), (0.19611613513818382, 0, 0.9805806756909203, 0), (-0.9805806756909202, 0, 0.1961161351381838, 0), (-0.5944454775849745, -1.1879394225195774, 3.155873999877691, 1) )
429
+ uniform token[] xformOpOrder = ["xformOp:transform"]
430
+ }
431
+ }
432
+