qbhf2's picture
added NvidiaWarp and GarmentCode repos
66c9c8a
#usda 1.0
(
defaultPrim = "World"
upAxis = "Y"
)
def Xform "World"
{
def Material "CeramicMaterial"
{
token outputs:mdl:displacement.connect = </World/CeramicMaterial/Shader.outputs:out>
token outputs:mdl:surface.connect = </World/CeramicMaterial/Shader.outputs:out>
token outputs:mdl:volume.connect = </World/CeramicMaterial/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBRBase.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBRBase"
float inputs:coat_roughness = 0.15 (
customData = {
float default = 0
}
displayGroup = "Clearcoat"
displayName = "Clearcoat Roughness"
doc = "Higher roughness values lead to more blurry reflections"
hidden = false
)
float inputs:coat_weight = 0.5 (
customData = {
float default = 1
dictionary range = {
float max = 1
float min = 0
}
}
displayGroup = "Clearcoat"
displayName = "Clearcoat Weight"
doc = "Sets the weight for coat layer"
hidden = false
)
bool inputs:enable_coat = 1 (
customData = {
bool default = 0
}
displayGroup = "Clearcoat"
displayName = "Enable Clearcoat Layer"
doc = "Adds a coat layer on top of the material when enabled"
hidden = false
)
float inputs:specular_level = 0 (
customData = {
float default = 0.5
dictionary soft_range = {
float max = 1
float min = 0
}
}
displayGroup = "Reflectivity"
displayName = "Specular"
doc = "The specular level (intensity) of the material"
hidden = false
)
float inputs:specular_reflection_roughness = 0.5 (
customData = {
float default = 0
}
displayGroup = "Reflectivity"
displayName = "Roughness"
doc = "Higher roughness values lead to more blurry reflections"
hidden = false
)
token outputs:out (
renderType = "material"
)
}
}
}