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#usda 1.0
(
    customLayerData = {
        dictionary cameraSettings = {
            dictionary Front = {
                double3 position = (500, 0, 0)
                double radius = 500
            }
            dictionary Perspective = {
                double3 position = (500, 500, 500)
                double3 target = (-0.000003978038705554354, -0.000003978038478180679, 0.000007956076956361358)
            }
            dictionary Right = {
                double3 position = (0, -500, 0)
                double radius = 500
            }
            dictionary Top = {
                double3 position = (0, 0, 500)
                double radius = 500
            }
            string boundCamera = "/OmniverseKit_Persp"
        }
        dictionary omni_layer = {
            string authoring_layer = "./physics_brick.usda"
        }
        dictionary renderSettings = {
            float3 "rtx:debugView:pixelDebug:textColor" = (0, 1e18, 0)
            float3 "rtx:fog:fogColor" = (0.75, 0.75, 0.75)
            float3 "rtx:index:regionOfInterestMax" = (0, 0, 0)
            float3 "rtx:index:regionOfInterestMin" = (0, 0, 0)
            float3 "rtx:iray:environment_dome_ground_position" = (0, 0, 0)
            float3 "rtx:iray:environment_dome_ground_reflectivity" = (0, 0, 0)
            float3 "rtx:iray:environment_dome_rotation_axis" = (3.4028235e38, 3.4028235e38, 3.4028235e38)
            float3 "rtx:post:backgroundZeroAlpha:backgroundDefaultColor" = (0, 0, 0)
            float3 "rtx:post:colorcorr:contrast" = (1, 1, 1)
            float3 "rtx:post:colorcorr:gain" = (1, 1, 1)
            float3 "rtx:post:colorcorr:gamma" = (1, 1, 1)
            float3 "rtx:post:colorcorr:offset" = (0, 0, 0)
            float3 "rtx:post:colorcorr:saturation" = (1, 1, 1)
            float3 "rtx:post:colorgrad:blackpoint" = (0, 0, 0)
            float3 "rtx:post:colorgrad:contrast" = (1, 1, 1)
            float3 "rtx:post:colorgrad:gain" = (1, 1, 1)
            float3 "rtx:post:colorgrad:gamma" = (1, 1, 1)
            float3 "rtx:post:colorgrad:lift" = (0, 0, 0)
            float3 "rtx:post:colorgrad:multiply" = (1, 1, 1)
            float3 "rtx:post:colorgrad:offset" = (0, 0, 0)
            float3 "rtx:post:colorgrad:whitepoint" = (1, 1, 1)
            float3 "rtx:post:lensDistortion:lensFocalLengthArray" = (10, 30, 50)
            float3 "rtx:post:lensFlares:anisoFlareFalloffX" = (450, 475, 500)
            float3 "rtx:post:lensFlares:anisoFlareFalloffY" = (10, 10, 10)
            float3 "rtx:post:lensFlares:cutoffPoint" = (2, 2, 2)
            float3 "rtx:post:lensFlares:haloFlareFalloff" = (10, 10, 10)
            float3 "rtx:post:lensFlares:haloFlareRadius" = (75, 75, 75)
            float3 "rtx:post:lensFlares:isotropicFlareFalloff" = (50, 50, 50)
            float3 "rtx:post:tonemap:whitepoint" = (1, 1, 1)
            float3 "rtx:raytracing:indexdirect:svoBrickSize" = (32, 32, 32)
            float3 "rtx:raytracing:inscattering:singleScatteringAlbedo" = (0.9, 0.9, 0.9)
            float3 "rtx:raytracing:inscattering:transmittanceColor" = (0.5, 0.5, 0.5)
            float3 "rtx:sceneDb:ambientLightColor" = (0.1, 0.1, 0.1)
        }
    }
    defaultPrim = "Brick"
    metersPerUnit = 1
    upAxis = "Z"
)

def Material "Brick" (
    prepend apiSchemas = ["PhysicsMaterialAPI"]
)
{
    float physics:density = 2400
    float physics:dynamicFriction = 0.6
    float physics:restitution = 0.1
    float physics:staticFriction = 0.6
}