#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 } }