Skip to content

Instantly share code, notes, and snippets.

@michalpelka
Created May 26, 2025 12:09
Show Gist options
  • Save michalpelka/2af0768160ee47212b9ef2ec657f476b to your computer and use it in GitHub Desktop.
Save michalpelka/2af0768160ee47212b9ef2ec657f476b to your computer and use it in GitHub Desktop.
#usda 1.0
(
defaultPrim = "root"
doc = "Blender v4.4.3"
metersPerUnit = 1
upAxis = "Z"
)
def Xform "root" (
customData = {
dictionary Blender = {
bool generated = 1
}
}
)
{
def Scope "_materials"
{
custom string userProperties:blender:object_name = "_materials"
def Material "Material"
{
token outputs:surface.connect = </root/_materials/Material/Principled_BSDF.outputs:surface>
custom string userProperties:blender:data_name = "Material"
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
float inputs:ior = 1.45
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
float inputs:specular = 0.5
token outputs:surface
}
}
def Material "Material_001"
{
token outputs:surface.connect = </root/_materials/Material_001/Principled_BSDF.outputs:surface>
custom string userProperties:blender:data_name = "Material_001"
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor = (0.00006349478, 0.80017245, 0)
float inputs:ior = 1.5
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
float inputs:specular = 0.5
token outputs:surface
}
}
def Material "Material_003"
{
token outputs:surface.connect = </root/_materials/Material_003/Principled_BSDF.outputs:surface>
custom string userProperties:blender:data_name = "Material_003"
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor = (0.032888312, 0, 0.800408)
float inputs:ior = 1.5
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
float inputs:specular = 0.5
token outputs:surface
}
}
def Material "Material_005"
{
token outputs:surface.connect = </root/_materials/Material_005/Principled_BSDF.outputs:surface>
custom string userProperties:blender:data_name = "Material_005"
def Shader "Principled_BSDF"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 0
float inputs:clearcoatRoughness = 0.03
color3f inputs:diffuseColor = (0.8009926, 0, 0.45170373)
float inputs:ior = 1.5
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
float inputs:specular = 0.5
token outputs:surface
}
}
}
def Xform "Cube"
{
custom string userProperties:blender:object_name = "Cube"
def Mesh "Cube_001" (
active = true
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-1, -1, -1), (1, 1, 1)]
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1]
rel material:binding = </root/_materials/Material>
normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
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)]
bool[] primvars:sharp_face = [1, 1, 1, 1, 1, 1] (
interpolation = "uniform"
)
texCoord2f[] primvars:st = [(0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5)] (
interpolation = "faceVarying"
)
uniform token subdivisionScheme = "none"
uniform token subsetFamily:materialBind:familyType = "nonOverlapping"
custom string userProperties:blender:data_name = "Cube.001"
def GeomSubset "Material" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform token elementType = "face"
uniform token familyName = "materialBind"
int[] indices = [1, 3, 4]
rel material:binding = </root/_materials/Material>
}
def GeomSubset "Material_001" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform token elementType = "face"
uniform token familyName = "materialBind"
int[] indices = [0]
rel material:binding = </root/_materials/Material_001>
}
def GeomSubset "Material_003" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform token elementType = "face"
uniform token familyName = "materialBind"
int[] indices = [2]
rel material:binding = </root/_materials/Material_003>
}
def GeomSubset "Material_005" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform token elementType = "face"
uniform token familyName = "materialBind"
int[] indices = [5]
rel material:binding = </root/_materials/Material_005>
}
}
}
def DomeLight "env_light"
{
float inputs:intensity = 1
asset inputs:texture:file = @./textures/color_121212.hdr@
float3 xformOp:rotateXYZ = (90, -0, 90)
uniform token[] xformOpOrder = ["xformOp:rotateXYZ"]
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment