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(
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customLayerData = {
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string License = "CC BY 4.0"
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- string Version = "1.0 "
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+ string Version = "1.1 "
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}
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defaultPrim = "standard_shader_ball_scene"
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framesPerSecond = 24
@@ -32,12 +32,12 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(-50, 0, -50), (50, 0, 50)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 1, 3 , 3, 2, 0 ]
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- uniform token orientation = "leftHanded "
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+ int[] faceVertexIndices = [0, 3, 1 , 3, 0, 2 ]
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(-50, 0, -50), (50, 0, -50), (-50, 0, 50), (50, 0, 50)] (
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interpolation = "vertex"
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)
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- texCoord2f[] primvars:st = [(0, 0), (1, 0 ), (1, -1 ), (1, -1), (0, -1 ), (0, 0 )] (
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+ texCoord2f[] primvars:st = [(0, 0), (1, -1 ), (1, 0 ), (1, -1), (0, 0 ), (0, -1 )] (
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interpolation = "faceVarying"
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)
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int[] primvars:st:indices = None
@@ -56,15 +56,12 @@ def Xform "standard_shader_ball_scene" (
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matrix4d xformOp:transform:tweak_lights_position = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 2, 3, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform", "xformOp:transform:tweak_lights_position"]
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- def RectLight "light" (
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- prepend apiSchemas = ["KarmaLightSettingsAPI"]
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- )
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+ def RectLight "light"
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{
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float3[] extent = [(-7.4800005, -7.4800005, -0), (7.4800005, 7.4800005, 0)]
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float inputs:height = 14.960001
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float inputs:intensity = 9
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float inputs:width = 14.960001
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- bool karma:light:renderlightgeo = 1
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rel light:filters = None
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matrix4d xformOp:transform = ( (-0, 0, 1, 0), (0, 1, 0, 0), (-1, 0, 0, 0), (0.0010000000474974513, 0, 0, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
@@ -74,7 +71,7 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(0, -10.311456, -10.311456), (0, 10.311456, 10.311456)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 1, 3 , 3, 2, 0 ]
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+ int[] faceVertexIndices = [0, 3, 1 , 3, 0, 2 ]
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float[] height = [0, 0, 0, 0] (
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interpolation = "vertex"
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)
@@ -84,7 +81,7 @@ def Xform "standard_shader_ball_scene" (
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normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0)] (
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interpolation = "vertex"
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)
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- uniform token orientation = "leftHanded "
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(0, -10.311456, -10.311456), (0, -10.311456, 10.311456), (0, 10.311456, -10.311456), (0, 10.311456, 10.311456)] (
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interpolation = "vertex"
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)
@@ -108,57 +105,45 @@ def Xform "standard_shader_ball_scene" (
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matrix4d xformOp:transform:tweak_lights_position = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 2, 3, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform", "xformOp:transform:tweak_lights_position"]
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- def RectLight "light3" (
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- prepend apiSchemas = ["KarmaLightSettingsAPI"]
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- )
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+ def RectLight "light3"
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{
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float3[] extent = [(-12.18, -12.18, -0), (12.18, 12.18, 0)]
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float inputs:height = 24.36
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float inputs:intensity = 6
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float inputs:width = 24.36
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- bool karma:light:renderlightgeo = 1
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rel light:filters = None
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0, -1, 0), (0, 1, 0, 0), (14.300071716308594, -0.00009999999747378752, -15.162029266357422, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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}
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- def RectLight "light2" (
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- prepend apiSchemas = ["KarmaLightSettingsAPI"]
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- )
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+ def RectLight "light2"
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{
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float3[] extent = [(-12.18, -12.18, -0), (12.18, 12.18, 0)]
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float inputs:height = 24.36
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float inputs:intensity = 6
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float inputs:width = 24.36
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- bool karma:light:renderlightgeo = 1
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rel light:filters = None
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0, -1, 0), (0, 1, 0, 0), (-15.162029266357422, -0.00009999999747378752, -14.300069808959961, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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}
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- def RectLight "light1" (
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- prepend apiSchemas = ["KarmaLightSettingsAPI"]
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- )
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+ def RectLight "light1"
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{
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float3[] extent = [(-12.18, -12.18, -0), (12.18, 12.18, 0)]
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float inputs:height = 24.36
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float inputs:intensity = 6
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float inputs:width = 24.36
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- bool karma:light:renderlightgeo = 1
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rel light:filters = None
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0, -1, 0), (0, 1, 0, 0), (15.162029266357422, -0.00009999999747378752, 14.300069808959961, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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}
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- def RectLight "light0" (
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- prepend apiSchemas = ["KarmaLightSettingsAPI"]
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- )
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+ def RectLight "light0"
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{
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float3[] extent = [(-12.18, -12.18, -0), (12.18, 12.18, 0)]
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float inputs:height = 24.36
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float inputs:intensity = 6
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float inputs:width = 24.36
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- bool karma:light:renderlightgeo = 1
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rel light:filters = None
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0, -1, 0), (0, 1, 0, 0), (-14.300070762634277, -0.00009999999747378752, 15.162029266357422, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
@@ -168,7 +153,7 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(-31.54725, 0, -31.6542), (31.54725, 0, 31.6542)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 1, 3 , 3, 2, 0 ]
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+ int[] faceVertexIndices = [0, 3, 1 , 3, 0, 2 ]
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float[] height = [0, 0, 0, 0] (
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interpolation = "vertex"
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)
@@ -178,7 +163,7 @@ def Xform "standard_shader_ball_scene" (
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normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
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interpolation = "vertex"
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)
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- uniform token orientation = "leftHanded "
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(-31.54725, 0, -31.6542), (31.54725, 0, -31.6542), (-31.54725, 0, 31.6542), (31.54725, 0, 31.6542)] (
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interpolation = "vertex"
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)
@@ -207,13 +192,13 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(-50, 0, 50), (50, 75.8639, 50)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 1, 3 , 3, 2, 0 ]
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+ int[] faceVertexIndices = [0, 3, 1 , 3, 0, 2 ]
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rel material:binding:full = </standard_shader_ball_scene/materials/back>
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- uniform token orientation = "leftHanded "
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(50, 75.8639, 50), (-50, 75.8639, 50), (50, 0, 50), (-50, 0, 50)] (
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interpolation = "vertex"
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)
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- texCoord2f[] primvars:st = [(0, 0), (1, 0 ), (1, -1 ), (1, -1), (0, -1 ), (0, 0 )] (
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+ texCoord2f[] primvars:st = [(0, 0), (1, -1 ), (1, 0 ), (1, -1), (0, 0 ), (0, -1 )] (
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interpolation = "faceVarying"
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)
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int[] primvars:st:indices = None
@@ -226,13 +211,13 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(50, 0, -50), (50, 75.8639, 50)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 1, 3 , 3, 2, 0 ]
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+ int[] faceVertexIndices = [0, 3, 1 , 3, 0, 2 ]
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rel material:binding:full = </standard_shader_ball_scene/materials/right>
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- uniform token orientation = "leftHanded "
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(50, 75.8639, -50), (50, 75.8639, 50), (50, 0, -50), (50, 0, 50)] (
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interpolation = "vertex"
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)
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- texCoord2f[] primvars:st = [(0, 0), (1, 0 ), (1, -1 ), (1, -1), (0, -1 ), (0, 0 )] (
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+ texCoord2f[] primvars:st = [(0, 0), (1, -1 ), (1, 0 ), (1, -1), (0, 0 ), (0, -1 )] (
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interpolation = "faceVarying"
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)
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int[] primvars:st:indices = None
@@ -245,13 +230,13 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(-50, 75.8639, -50), (50, 75.8639, 50)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 2, 3 , 3, 1, 0 ]
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+ int[] faceVertexIndices = [0, 3, 2 , 3, 0, 1 ]
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rel material:binding:full = </standard_shader_ball_scene/materials/top>
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- uniform token orientation = "leftHanded "
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(-50, 75.8639, -50), (50, 75.8639, -50), (-50, 75.8639, 50), (50, 75.8639, 50)] (
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interpolation = "vertex"
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)
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- texCoord2f[] primvars:st = [(0, 0), (0 , -1), (1 , -1), (1, -1), (1 , 0), (0 , 0)] (
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+ texCoord2f[] primvars:st = [(0, 0), (1 , -1), (0 , -1), (1, -1), (0 , 0), (1 , 0)] (
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interpolation = "faceVarying"
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)
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int[] primvars:st:indices = None
@@ -264,13 +249,13 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(-50, 0, -50), (50, 75.8639, -50)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 1, 3 , 3, 2, 0 ]
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+ int[] faceVertexIndices = [0, 3, 1 , 3, 0, 2 ]
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rel material:binding:full = </standard_shader_ball_scene/materials/front>
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- uniform token orientation = "leftHanded "
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(-50, 75.8639, -50), (50, 75.8639, -50), (-50, 0, -50), (50, 0, -50)] (
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interpolation = "vertex"
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)
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- texCoord2f[] primvars:st = [(0, 0), (1, 0 ), (1, -1 ), (1, -1), (0, -1 ), (0, 0 )] (
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+ texCoord2f[] primvars:st = [(0, 0), (1, -1 ), (1, 0 ), (1, -1), (0, 0 ), (0, -1 )] (
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interpolation = "faceVarying"
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)
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int[] primvars:st:indices = None
@@ -283,13 +268,13 @@ def Xform "standard_shader_ball_scene" (
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{
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float3[] extent = [(-50, 0, -50), (-50, 75.8639, 50)]
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int[] faceVertexCounts = [3, 3]
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- int[] faceVertexIndices = [0, 1, 3 , 3, 2, 0 ]
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+ int[] faceVertexIndices = [0, 3, 1 , 3, 0, 2 ]
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rel material:binding:full = </standard_shader_ball_scene/materials/left>
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- uniform token orientation = "leftHanded "
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+ uniform token orientation = "rightHanded "
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point3f[] points = [(-50, 75.8639, 50), (-50, 75.8639, -50), (-50, 0, 50), (-50, 0, -50)] (
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interpolation = "vertex"
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)
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- texCoord2f[] primvars:st = [(0, 0), (1, 0 ), (1, -1 ), (1, -1), (0, -1 ), (0, 0 )] (
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+ texCoord2f[] primvars:st = [(0, 0), (1, -1 ), (1, 0 ), (1, -1), (0, 0 ), (0, -1 )] (
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interpolation = "faceVarying"
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)
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int[] primvars:st:indices = None
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