#usda 1.0 ( defaultPrim = "World" doc = """Generated from Composed Stage of root layer """ endTimeCode = 1 startTimeCode = 0 timeCodesPerSecond = 60 upAxis = "Z" ) def Xform "World" { def Xform "Light_Xform_0" { double3 xformOp:translate.timeSamples = { 0: (0, -3.674234628677368, 3.674234628677368), } uniform token[] xformOpOrder = ["xformOp:translate"] def SphereLight "Light_0" { color3f inputs:color = (0.4, 0.4, 0.4) float inputs:intensity = 10000 bool inputs:normalize = 1 float inputs:radius = 0.3 bool treatAsPoint = 0 } } def Xform "Camera_Xform_closeup" { matrix4d xformOp:transform.timeSamples = { 0: ( (1, 0, -0, 0), (0, 0.009999499656260014, 0.9999499917030334, 0), (0, -0.9999499917030334, 0.009999499656260014, 0), (0, -6, 0, 1) ), } uniform token[] xformOpOrder = ["xformOp:transform"] def Camera "Camera_closeup" { float2 clippingRange = (0.0001, 1000000) float focalLength = 12 float focusDistance = 400 float horizontalAperture = 12 } } def Xform "Mesh_Xform_white_box_id0_geom" { token visibility.timeSamples = { 0: "inherited", 1: "invisible", } float3 xformOp:scale matrix4d xformOp:transform.timeSamples = { 0: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ), } uniform token[] xformOpOrder = ["xformOp:transform", "xformOp:scale"] def Mesh "Mesh_white_box_id0_geom" ( apiSchemas = ["MaterialBindingAPI"] ) { int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3] int[] faceVertexIndices = [4, 7, 5, 4, 6, 7, 0, 2, 4, 2, 6, 4, 0, 1, 2, 1, 3, 2, 1, 5, 7, 1, 7, 3, 2, 3, 7, 2, 7, 6, 0, 4, 1, 1, 4, 5] rel material:binding = 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 "_materials" { def Material "Material_white_box_id0_geom" { token outputs:surface.connect = def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor = (1, 1, 1) float inputs:metallic = 0.5 float inputs:opacity = 1 float inputs:roughness = 0.5 token outputs:surface } } } }