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variants.usda
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#usda 1.0
(
defaultPrim = "World"
metersPerUnit = 0.009999999776482582
timeCodesPerSecond = 24
upAxis = "Y"
subLayers = [@./sbsar/CardBoard.sbsar@]
)
def Xform "World"
{
def Xform "MatBall0" (
prepend references=@./mat-ball.usd@</World/RootNode/Mat_Ball>
)
{
over Mesh "Mat_Ball" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </World/MatBall0/Material> (
bindMaterialAs = "weakerThanDescendants"
)
}
double3 xformOp:translate = (-110, 0, 0)
over Material "Material" (
prepend references=</CardBoard>
# Override presets and resolution
variants = {
string preset = "Torn"
string resolution = "res1024x1024"
}
)
{}
}
def Xform "MatBall1" (
prepend references=@./mat-ball.usd@</World/RootNode/Mat_Ball>
)
{
over Mesh "Mat_Ball"(
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </World/MatBall1/Material> (
bindMaterialAs = "weakerThanDescendants"
)
}
double3 xformOp:translate = (0, 0, 0)
over Material "Material" (
prepend references=</CardBoard>
variants = {
string preset = "White"
string resolution = "res1024x1024"
}
)
{}
}
def Xform "MatBall2" (
prepend references=@./mat-ball.usd@</World/RootNode/Mat_Ball>
)
{
over Mesh "Mat_Ball"(
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
rel material:binding = </World/MatBall2/Material> (
bindMaterialAs = "weakerThanDescendants"
)
}
over Material "Material" (
prepend references=</CardBoard>
variants = {
string preset = "White"
string resolution = "res1024x1024"
}
)
{
# Adding custom parameters, note that these are
# stronger than parameters set through presets
float procedural_sbsar:tearing = 0.8
float3 procedural_sbsar:cardboard_color = (.7, .3, .1)
}
double3 xformOp:translate = (110, 0, 0)
}
}