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#usda 1.0
(
    doc = "Blender v2.92.0"
    metersPerUnit = 1
    upAxis = "Z"
    defaultPrim = "Cube"
)

def Xform "Cube"
{
    matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
    uniform token[] xformOpOrder = ["xformOp:transform"]

    def Mesh "Cube_001"
    {
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 6, 2, 7, 4, 6, 5, 0, 4, 6, 0, 2, 3, 5, 7, 1, 3, 2, 3, 7, 6, 7, 5, 4, 5, 1, 0, 6, 4, 0, 3, 1, 5]
        normal3f[] normals = [(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 1, -0), (0, 1, -0), (0, 1, -0), (1, 0, -0), (1, 0, -0), (1, 0, -0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 1, -0), (0, 1, -0), (0, 1, -0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, -0, 1), (0, -0, 1), (0, -0, 1)] (
            interpolation = "faceVarying"
        )
        point3f[] points = [(-1, -1, -1), (-1, -1, 1), (-1, 1, -1), (-1, 1, 1), (1, -1, -1), (1, -1, 1), (1, 1, -1), (1, 1, 1)]
        uniform token subdivisionScheme = "none"
    }
}

def Xform "Camera"
{
    matrix4d xformOp:transform = ( (0.6859206557273865, 0.7276763319969177, 0, 0), (-0.32401347160339355, 0.305420845746994, 0.8953956365585327, 0), (0.6515582203865051, -0.6141703724861145, 0.44527140259742737, 0), (7.358891487121582, -6.925790786743164, 4.958309173583984, 1) )
    uniform token[] xformOpOrder = ["xformOp:transform"]

    def Camera "Camera"
    {
        float2 clippingRange = (0.1, 100)
        float focalLength = 50
        float horizontalAperture = 36
        float horizontalApertureOffset = 0
        token projection = "perspective"
        float verticalAperture = 20.25
        float verticalApertureOffset = 0
    }
}