Skip to content

Instantly share code, notes, and snippets.

@scpeters
Last active October 2, 2024 20:31
Show Gist options
  • Save scpeters/70fad2652941cf3ad76fa2fc2680fa2c to your computer and use it in GitHub Desktop.
Save scpeters/70fad2652941cf3ad76fa2fc2680fa2c to your computer and use it in GitHub Desktop.
usda example with pendulums

I used the sdf2usd command from gz-usd to convert the mimic_fast_slow_pendulums_world.sdf example world from SDFormat to USD.

  • mimic_fast_slow_pendulums_world.usda has angular drives enabled for each joint that hold the joint positions to zero, preventing the pendulums from swinging.
  • mimic_fast_slow_pendulums_world_without_drives.usda has no angular drives (they were manually removed), so the pendulums swing in IsaacSim but energy is not conserved.
#usda 1.0
(
endTimeCode = 100
metersPerUnit = 1
startTimeCode = 0
timeCodesPerSecond = 24
upAxis = "Z"
)
def "default"
{
def PhysicsScene "physics"
{
vector3f physics:gravityDirection = (0, 0, -1)
float physics:gravityMagnitude = 9.8
}
def Xform "ground_plane"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, -0.125)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "link"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "visual"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_0>
double size = 1
float3 xformOp:scale = (100, 100, 0.25)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "collision"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_0>
double size = 1
float3 xformOp:scale = (100, 100, 0.25)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
}
def Xform "pendulum_with_base" (
prepend apiSchemas = ["PhysicsArticulationRootAPI"]
)
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "base" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0)
float3 physics:diagonalInertia = (1, 1, 1)
float physics:mass = 100
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_plate_on_ground"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/Material_1>
double radius = 0.8
}
}
def Xform "vis_pole"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_2>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "col_plate_on_ground"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/MaterialPhysics_1>
double radius = 0.8
}
}
def Xform "col_pole"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_2>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
def Xform "slow_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.5)
float3 physics:diagonalInertia = (0.087, 0.087, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (0, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_slow_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_3>
double radius = 0.1
}
}
def Xform "vis_cylinder"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/Material_4>
double radius = 0.1
}
}
def Xform "col_slow_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_3>
double radius = 0.1
}
}
def Xform "col_cylinder"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/MaterialPhysics_4>
double radius = 0.1
}
}
}
def Xform "fast_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.25)
float3 physics:diagonalInertia = (0.024, 0.024, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (-0.5, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_fast_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_5>
double radius = 0.1
}
}
def Xform "vis_cylinder_2"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.25)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/Material_6>
double radius = 0.1
}
}
def Xform "col_fast_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_5>
double radius = 0.1
}
}
def Xform "col_cylinder_2"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.2)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/MaterialPhysics_6>
double radius = 0.1
}
}
}
def PhysicsRevoluteJoint "slow_joint" (
prepend apiSchemas = ["PhysicsDriveAPI:angular"]
)
{
float drive:angular:physics:damping = 0
float drive:angular:physics:maxForce = inf
float drive:angular:physics:stiffness = 100000000
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base/base>
prepend rel physics:body1 = </default/pendulum_with_base/slow_link>
point3f physics:localPos0 = (0, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
def PhysicsRevoluteJoint "fast_joint" (
prepend apiSchemas = ["PhysicsDriveAPI:angular"]
)
{
float drive:angular:physics:damping = 0
float drive:angular:physics:maxForce = inf
float drive:angular:physics:stiffness = 100000000
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base/base>
prepend rel physics:body1 = </default/pendulum_with_base/fast_link>
point3f physics:localPos0 = (-0.5, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
}
def Xform "pendulum_with_base_mimic_slow_follows_fast" (
prepend apiSchemas = ["PhysicsArticulationRootAPI"]
)
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 3, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "base" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0)
float3 physics:diagonalInertia = (1, 1, 1)
float physics:mass = 100
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_plate_on_ground"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/Material_7>
double radius = 0.8
}
}
def Xform "vis_pole"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_8>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "col_plate_on_ground"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/MaterialPhysics_7>
double radius = 0.8
}
}
def Xform "col_pole"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_8>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
def Xform "slow_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.5)
float3 physics:diagonalInertia = (0.087, 0.087, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (0, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_slow_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_9>
double radius = 0.1
}
}
def Xform "vis_cylinder"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/Material_10>
double radius = 0.1
}
}
def Xform "col_slow_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_9>
double radius = 0.1
}
}
def Xform "col_cylinder"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/MaterialPhysics_10>
double radius = 0.1
}
}
}
def Xform "fast_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.25)
float3 physics:diagonalInertia = (0.024, 0.024, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (-0.5, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_fast_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_11>
double radius = 0.1
}
}
def Xform "vis_cylinder_2"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.25)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/Material_12>
double radius = 0.1
}
}
def Xform "col_fast_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_11>
double radius = 0.1
}
}
def Xform "col_cylinder_2"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.2)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/MaterialPhysics_12>
double radius = 0.1
}
}
}
def PhysicsRevoluteJoint "slow_joint" (
prepend apiSchemas = ["PhysicsDriveAPI:angular"]
)
{
float drive:angular:physics:damping = 0
float drive:angular:physics:maxForce = inf
float drive:angular:physics:stiffness = 100000000
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_slow_follows_fast/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_slow_follows_fast/slow_link>
point3f physics:localPos0 = (0, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
def PhysicsRevoluteJoint "fast_joint" (
prepend apiSchemas = ["PhysicsDriveAPI:angular"]
)
{
float drive:angular:physics:damping = 0
float drive:angular:physics:maxForce = inf
float drive:angular:physics:stiffness = 100000000
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_slow_follows_fast/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_slow_follows_fast/fast_link>
point3f physics:localPos0 = (-0.5, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
}
def Xform "pendulum_with_base_mimic_fast_follows_slow" (
prepend apiSchemas = ["PhysicsArticulationRootAPI"]
)
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, -3, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "base" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0)
float3 physics:diagonalInertia = (1, 1, 1)
float physics:mass = 100
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_plate_on_ground"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/Material_13>
double radius = 0.8
}
}
def Xform "vis_pole"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_14>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "col_plate_on_ground"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/MaterialPhysics_13>
double radius = 0.8
}
}
def Xform "col_pole"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_14>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
def Xform "slow_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.5)
float3 physics:diagonalInertia = (0.087, 0.087, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (0, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_slow_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_15>
double radius = 0.1
}
}
def Xform "vis_cylinder"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/Material_16>
double radius = 0.1
}
}
def Xform "col_slow_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_15>
double radius = 0.1
}
}
def Xform "col_cylinder"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/MaterialPhysics_16>
double radius = 0.1
}
}
}
def Xform "fast_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.25)
float3 physics:diagonalInertia = (0.024, 0.024, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (-0.5, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_fast_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_17>
double radius = 0.1
}
}
def Xform "vis_cylinder_2"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.25)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/Material_18>
double radius = 0.1
}
}
def Xform "col_fast_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_17>
double radius = 0.1
}
}
def Xform "col_cylinder_2"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.2)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/MaterialPhysics_18>
double radius = 0.1
}
}
}
def PhysicsRevoluteJoint "slow_joint" (
prepend apiSchemas = ["PhysicsDriveAPI:angular"]
)
{
float drive:angular:physics:damping = 0
float drive:angular:physics:maxForce = inf
float drive:angular:physics:stiffness = 100000000
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_fast_follows_slow/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_fast_follows_slow/slow_link>
point3f physics:localPos0 = (0, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
def PhysicsRevoluteJoint "fast_joint" (
prepend apiSchemas = ["PhysicsDriveAPI:angular"]
)
{
float drive:angular:physics:damping = 0
float drive:angular:physics:maxForce = inf
float drive:angular:physics:stiffness = 100000000
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_fast_follows_slow/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_fast_follows_slow/fast_link>
point3f physics:localPos0 = (-0.5, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
}
def DistantLight "sun"
{
float inputs:intensity = 100
float intensity = 100
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 10)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
}
}
def Scope "Looks"
{
def Material "Material_0"
{
token outputs:mdl:displacement.connect = </Looks/Material_0/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_0/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_0/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_0" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_1"
{
token outputs:mdl:displacement.connect = </Looks/Material_1/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_1/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_1/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_2"
{
token outputs:mdl:displacement.connect = </Looks/Material_2/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_2/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_2/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_1" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_2" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_3"
{
token outputs:mdl:displacement.connect = </Looks/Material_3/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_3/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_3/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_4"
{
token outputs:mdl:displacement.connect = </Looks/Material_4/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_4/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_4/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_3" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_4" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_5"
{
token outputs:mdl:displacement.connect = </Looks/Material_5/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_5/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_5/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_6"
{
token outputs:mdl:displacement.connect = </Looks/Material_6/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_6/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_6/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_5" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_6" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_7"
{
token outputs:mdl:displacement.connect = </Looks/Material_7/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_7/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_7/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_8"
{
token outputs:mdl:displacement.connect = </Looks/Material_8/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_8/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_8/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_7" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_8" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_9"
{
token outputs:mdl:displacement.connect = </Looks/Material_9/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_9/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_9/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_10"
{
token outputs:mdl:displacement.connect = </Looks/Material_10/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_10/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_10/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_9" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_10" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_11"
{
token outputs:mdl:displacement.connect = </Looks/Material_11/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_11/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_11/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_12"
{
token outputs:mdl:displacement.connect = </Looks/Material_12/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_12/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_12/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_11" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_12" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_13"
{
token outputs:mdl:displacement.connect = </Looks/Material_13/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_13/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_13/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_14"
{
token outputs:mdl:displacement.connect = </Looks/Material_14/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_14/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_14/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_13" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_14" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_15"
{
token outputs:mdl:displacement.connect = </Looks/Material_15/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_15/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_15/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_16"
{
token outputs:mdl:displacement.connect = </Looks/Material_16/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_16/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_16/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_15" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_16" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_17"
{
token outputs:mdl:displacement.connect = </Looks/Material_17/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_17/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_17/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_18"
{
token outputs:mdl:displacement.connect = </Looks/Material_18/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_18/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_18/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_17" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_18" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
}
#usda 1.0
(
endTimeCode = 100
metersPerUnit = 1
startTimeCode = 0
timeCodesPerSecond = 24
upAxis = "Z"
)
def "default"
{
def PhysicsScene "physics"
{
vector3f physics:gravityDirection = (0, 0, -1)
float physics:gravityMagnitude = 9.8
}
def Xform "ground_plane"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, -0.125)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "link"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "visual"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_0>
double size = 1
float3 xformOp:scale = (100, 100, 0.25)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "collision"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_0>
double size = 1
float3 xformOp:scale = (100, 100, 0.25)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
}
def Xform "pendulum_with_base" (
prepend apiSchemas = ["PhysicsArticulationRootAPI"]
)
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "base" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0)
float3 physics:diagonalInertia = (1, 1, 1)
float physics:mass = 100
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_plate_on_ground"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/Material_1>
double radius = 0.8
}
}
def Xform "vis_pole"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_2>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "col_plate_on_ground"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/MaterialPhysics_1>
double radius = 0.8
}
}
def Xform "col_pole"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_2>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
def Xform "slow_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.5)
float3 physics:diagonalInertia = (0.087, 0.087, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (0, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_slow_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_3>
double radius = 0.1
}
}
def Xform "vis_cylinder"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/Material_4>
double radius = 0.1
}
}
def Xform "col_slow_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_3>
double radius = 0.1
}
}
def Xform "col_cylinder"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/MaterialPhysics_4>
double radius = 0.1
}
}
}
def Xform "fast_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.25)
float3 physics:diagonalInertia = (0.024, 0.024, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (-0.5, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_fast_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_5>
double radius = 0.1
}
}
def Xform "vis_cylinder_2"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.25)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/Material_6>
double radius = 0.1
}
}
def Xform "col_fast_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_5>
double radius = 0.1
}
}
def Xform "col_cylinder_2"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.2)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/MaterialPhysics_6>
double radius = 0.1
}
}
}
def PhysicsRevoluteJoint "slow_joint"
{
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base/base>
prepend rel physics:body1 = </default/pendulum_with_base/slow_link>
point3f physics:localPos0 = (0, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
def PhysicsRevoluteJoint "fast_joint"
{
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base/base>
prepend rel physics:body1 = </default/pendulum_with_base/fast_link>
point3f physics:localPos0 = (-0.5, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
}
def Xform "pendulum_with_base_mimic_slow_follows_fast" (
prepend apiSchemas = ["PhysicsArticulationRootAPI"]
)
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 3, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "base" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0)
float3 physics:diagonalInertia = (1, 1, 1)
float physics:mass = 100
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_plate_on_ground"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/Material_7>
double radius = 0.8
}
}
def Xform "vis_pole"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_8>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "col_plate_on_ground"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/MaterialPhysics_7>
double radius = 0.8
}
}
def Xform "col_pole"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_8>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
def Xform "slow_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.5)
float3 physics:diagonalInertia = (0.087, 0.087, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (0, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_slow_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_9>
double radius = 0.1
}
}
def Xform "vis_cylinder"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/Material_10>
double radius = 0.1
}
}
def Xform "col_slow_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_9>
double radius = 0.1
}
}
def Xform "col_cylinder"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/MaterialPhysics_10>
double radius = 0.1
}
}
}
def Xform "fast_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.25)
float3 physics:diagonalInertia = (0.024, 0.024, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (-0.5, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_fast_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_11>
double radius = 0.1
}
}
def Xform "vis_cylinder_2"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.25)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/Material_12>
double radius = 0.1
}
}
def Xform "col_fast_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_11>
double radius = 0.1
}
}
def Xform "col_cylinder_2"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.2)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/MaterialPhysics_12>
double radius = 0.1
}
}
}
def PhysicsRevoluteJoint "slow_joint"
{
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_slow_follows_fast/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_slow_follows_fast/slow_link>
point3f physics:localPos0 = (0, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
def PhysicsRevoluteJoint "fast_joint"
{
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_slow_follows_fast/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_slow_follows_fast/fast_link>
point3f physics:localPos0 = (-0.5, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
}
def Xform "pendulum_with_base_mimic_fast_follows_slow" (
prepend apiSchemas = ["PhysicsArticulationRootAPI"]
)
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, -3, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "base" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0)
float3 physics:diagonalInertia = (1, 1, 1)
float physics:mass = 100
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_plate_on_ground"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/Material_13>
double radius = 0.8
}
}
def Xform "vis_pole"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry"
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/Material_14>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
def Xform "col_plate_on_ground"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.01)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.8, -0.8, -0.01), (0.8, 0.8, 0.01)]
double height = 0.02
rel material:binding = </Looks/MaterialPhysics_13>
double radius = 0.8
}
}
def Xform "col_pole"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (-0.275, 0, 1.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cube "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
rel material:binding = </Looks/MaterialPhysics_14>
double size = 1
float3 xformOp:scale = (0.2, 0.2, 2.2)
uniform token[] xformOpOrder = ["xformOp:scale"]
}
}
}
def Xform "slow_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.5)
float3 physics:diagonalInertia = (0.087, 0.087, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (0, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_slow_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_15>
double radius = 0.1
}
}
def Xform "vis_cylinder"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/Material_16>
double radius = 0.1
}
}
def Xform "col_slow_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (-0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_15>
double radius = 0.1
}
}
def Xform "col_cylinder"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.5)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.5), (0.1, 0.1, 0.5)]
double height = 1
rel material:binding = </Looks/MaterialPhysics_16>
double radius = 0.1
}
}
}
def Xform "fast_link" (
prepend apiSchemas = ["PhysicsRigidBodyAPI", "PhysicsMassAPI"]
)
{
point3f physics:centerOfMass = (0, 0, 0.25)
float3 physics:diagonalInertia = (0.024, 0.024, 0.006)
float physics:mass = 1
quatf physics:principalAxes = (1, 0, 0, 0)
float3 xformOp:rotateXYZ = (-90.00021, 0, 0)
double3 xformOp:translate = (-0.5, 0, 2.1)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Xform "vis_fast_joint"
{
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/Material_17>
double radius = 0.1
}
}
def Xform "vis_cylinder_2"
{
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.25)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry"
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/Material_18>
double radius = 0.1
}
}
def Xform "col_fast_joint"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (180, 89.99979, 180)
double3 xformOp:translate = (0.05, 0, 0)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.15), (0.1, 0.1, 0.15)]
double height = 0.3
rel material:binding = </Looks/MaterialPhysics_17>
double radius = 0.1
}
}
def Xform "col_cylinder_2"
{
uniform token purpose = "guide"
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 0.2)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
def Cylinder "geometry" (
prepend apiSchemas = ["PhysicsCollisionAPI"]
)
{
float3[] extent = [(-0.1, -0.1, -0.25), (0.1, 0.1, 0.25)]
double height = 0.5
rel material:binding = </Looks/MaterialPhysics_18>
double radius = 0.1
}
}
}
def PhysicsRevoluteJoint "slow_joint"
{
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_fast_follows_slow/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_fast_follows_slow/slow_link>
point3f physics:localPos0 = (0, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
def PhysicsRevoluteJoint "fast_joint"
{
uniform token physics:axis = "X"
prepend rel physics:body0 = </default/pendulum_with_base_mimic_fast_follows_slow/base>
prepend rel physics:body1 = </default/pendulum_with_base_mimic_fast_follows_slow/fast_link>
point3f physics:localPos0 = (-0.5, 0, 2.1)
point3f physics:localPos1 = (0, 0, 0)
quatf physics:localRot0 = (0.70710546, -0.7071081, 0, 0)
quatf physics:localRot1 = (1, 0, 0, 0)
float physics:lowerLimit = -inf
float physics:upperLimit = inf
}
}
def DistantLight "sun"
{
float inputs:intensity = 100
float intensity = 100
float3 xformOp:rotateXYZ = (0, -0, 0)
double3 xformOp:translate = (0, 0, 10)
uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ"]
}
}
def Scope "Looks"
{
def Material "Material_0"
{
token outputs:mdl:displacement.connect = </Looks/Material_0/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_0/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_0/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_0" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_1"
{
token outputs:mdl:displacement.connect = </Looks/Material_1/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_1/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_1/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_2"
{
token outputs:mdl:displacement.connect = </Looks/Material_2/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_2/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_2/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_1" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_2" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_3"
{
token outputs:mdl:displacement.connect = </Looks/Material_3/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_3/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_3/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_4"
{
token outputs:mdl:displacement.connect = </Looks/Material_4/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_4/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_4/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_3" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_4" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_5"
{
token outputs:mdl:displacement.connect = </Looks/Material_5/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_5/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_5/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_6"
{
token outputs:mdl:displacement.connect = </Looks/Material_6/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_6/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_6/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_5" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_6" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_7"
{
token outputs:mdl:displacement.connect = </Looks/Material_7/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_7/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_7/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_8"
{
token outputs:mdl:displacement.connect = </Looks/Material_8/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_8/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_8/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_7" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_8" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_9"
{
token outputs:mdl:displacement.connect = </Looks/Material_9/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_9/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_9/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_10"
{
token outputs:mdl:displacement.connect = </Looks/Material_10/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_10/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_10/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_9" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_10" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_11"
{
token outputs:mdl:displacement.connect = </Looks/Material_11/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_11/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_11/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_12"
{
token outputs:mdl:displacement.connect = </Looks/Material_12/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_12/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_12/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_11" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_12" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_13"
{
token outputs:mdl:displacement.connect = </Looks/Material_13/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_13/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_13/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_14"
{
token outputs:mdl:displacement.connect = </Looks/Material_14/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_14/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_14/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_13" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_14" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_15"
{
token outputs:mdl:displacement.connect = </Looks/Material_15/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_15/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_15/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_16"
{
token outputs:mdl:displacement.connect = </Looks/Material_16/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_16/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_16/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_15" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_16" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "Material_17"
{
token outputs:mdl:displacement.connect = </Looks/Material_17/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_17/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_17/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "Material_18"
{
token outputs:mdl:displacement.connect = </Looks/Material_18/Shader.outputs:out>
token outputs:mdl:surface.connect = </Looks/Material_18/Shader.outputs:out>
token outputs:mdl:volume.connect = </Looks/Material_18/Shader.outputs:out>
def Shader "Shader"
{
uniform token info:implementationSource = "sourceAsset"
uniform asset info:mdl:sourceAsset = @OmniPBR.mdl@
uniform token info:mdl:sourceAsset:subIdentifier = "OmniPBR"
color3f inputs:diffuse_color_constant = (0.8, 0.8, 0.8) (
customData = {
float3 default = (0.2, 0.2, 0.2)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Albedo"
displayName = "Base Color"
doc = "This is the base color"
)
color3f inputs:emissive_color = (0, 0, 0) (
customData = {
float3 default = (1, 0.1, 0.1)
dictionary range = {
float3 max = (100000, 100000, 100000)
float3 min = (0, 0, 0)
}
}
displayGroup = "Emissive"
displayName = "Emissive Color"
doc = "The emission color"
)
float inputs:emissive_intensity = 1 (
customData = {
int default = 40
dictionary range = {
int max = 100000
int min = 0
}
}
displayGroup = "Emissive"
displayName = "Emissive Intensity"
doc = "Intensity of the emission"
)
bool inputs:enable_emission = 1 (
customData = {
int default = 0
}
displayGroup = "Emissive"
displayName = "Enable Emissive"
doc = "Enables the emission of light from the material"
)
token outputs:out
}
}
def Material "MaterialPhysics_17" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
def Material "MaterialPhysics_18" (
apiSchemas = ["PhysicsMaterialAPI", "PhysxMaterialAPI"]
)
{
float physics:density = 1
float physics:dynamicFriction = 1
float physics:restitution = 1
float physics:staticFriction = 1
token physXMaterial:frictionCombineMode = "average"
token physXMaterial:restitutionCombineMode = "average"
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment