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Copy pathpolyheaven_base_look_glass.usda
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polyheaven_base_look_glass.usda
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#usda 1.0
(
"ENTER YOUR COMMENT"
defaultPrim = "base"
framesPerSecond = 24
metersPerUnit = 1
timeCodesPerSecond = 24
)
def Material "base" (
assetInfo = {
asset identifier = @ENTER ASSET IDENTIFIER@
string name = "ENTER ASSET NAME"
string version = "1.0"
}
)
{
float inputs:ior = 1.52
float inputs:normal_scale = 1
asset inputs:texture_arm = @@
asset inputs:texture_normal = @@
float inputs:transmission_dispersion = 64
token outputs:mtlx:surface.connect = </base/materialx.outputs:out>
token outputs:Redshift:surface.connect = </base/redshift.outputs:Shader>
token outputs:surface.connect = </base/usd.outputs:surface>
def NodeGraph "usd"
{
token outputs:surface.connect = </base/usd/usd_previewsurface.outputs:surface>
def Shader "usd_previewsurface"
{
uniform token info:id = "UsdPreviewSurface"
normal3f inputs:normal.connect = </base/usd/usd_image_normal.outputs:rgb>
float inputs:opacity = 0.1
float inputs:roughness.connect = </base/usd/usd_image_arm.outputs:g>
token outputs:surface
}
def Shader "usd_image_arm"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 0.2, 0, 1)
asset inputs:file.connect = </base.inputs:texture_arm>
float2 inputs:st.connect = </base/usd/usd_primvar_st.outputs:result>
float outputs:g
}
def Shader "usd_primvar_st"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
def Shader "usd_image_normal"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.5, 0.5, 1, 1)
asset inputs:file.connect = </base.inputs:texture_normal>
float2 inputs:st.connect = </base/usd/usd_primvar_st.outputs:result>
vector3f outputs:rgb
}
}
def NodeGraph "materialx"
{
float inputs:ior = 1.52
float inputs:ior.connect = </base.inputs:ior>
float inputs:normal_scale = 1
float inputs:normal_scale.connect = </base.inputs:normal_scale>
float inputs:transmission_dispersion = 64
float inputs:transmission_dispersion.connect = </base.inputs:transmission_dispersion>
token outputs:out.connect = </base/materialx/mtlx_standard_surface.outputs:out>
def Shader "mtlx_standard_surface"
{
uniform token info:id = "ND_standard_surface_surfaceshader"
float inputs:base (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 1
string ogl_diff_intensity = "1"
}
}
)
color3f inputs:base_color (
customData = {
dictionary HoudiniPreviewTags = {
double3 default_value = (0.8, 0.8, 0.8)
string ogl_diff = "1"
}
}
)
float inputs:coat (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 0
string ogl_coat_intensity = "1"
}
}
)
float inputs:coat_roughness (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 0.1
string ogl_coat_rough = "1"
}
}
)
float inputs:emission (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 0
string ogl_emit_intensity = "1"
}
}
)
color3f inputs:emission_color (
customData = {
dictionary HoudiniPreviewTags = {
double3 default_value = (1, 1, 1)
string ogl_emit = "1"
}
}
)
float inputs:metalness (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 0
string ogl_metallic = "1"
}
}
)
vector3f inputs:normal.connect = </base/materialx/mtlx_normalmap.outputs:out>
float inputs:specular (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 1
string ogl_spec_intensity = "1"
}
}
)
color3f inputs:specular_color (
customData = {
dictionary HoudiniPreviewTags = {
double3 default_value = (1, 1, 1)
string ogl_spec = "1"
}
}
)
float inputs:specular_IOR (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 1.5
string ogl_ior = "1"
}
}
)
float inputs:specular_IOR.connect = </base/materialx.inputs:ior>
float inputs:specular_roughness (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 0.2
string ogl_rough = "1"
}
}
)
float inputs:specular_roughness.connect = </base/materialx/mtlx_sep_arm.outputs:outg>
float inputs:transmission = 1 (
customData = {
dictionary HoudiniPreviewTags = {
double default_value = 0
string ogl_transparency = "1"
}
}
)
float inputs:transmission_dispersion.connect = </base/materialx.inputs:transmission_dispersion>
token outputs:out
}
def Shader "mtlx_sep_arm"
{
uniform token info:id = "ND_separate3_color3"
color3f inputs:in.connect = </base/materialx/mtlx_image_arm.outputs:out>
float outputs:outg
}
def Shader "mtlx_image_arm"
{
uniform token info:id = "ND_image_color3"
color3f inputs:default = (1, 0.2, 0)
asset inputs:file.connect = </base.inputs:texture_arm>
color3f outputs:out
}
def Shader "mtlx_normalmap"
{
uniform token info:id = "ND_normalmap"
vector3f inputs:in.connect = </base/materialx/mtlx_image_normal.outputs:out>
float inputs:scale.connect = </base/materialx.inputs:normal_scale>
vector3f outputs:out
}
def Shader "mtlx_image_normal"
{
uniform token info:id = "ND_image_vector3"
vector3f inputs:default = (0.5, 0.5, 1)
asset inputs:file.connect = </base.inputs:texture_normal>
vector3f outputs:out
}
}
def NodeGraph "redshift"
{
float inputs:ior = 1.52
float inputs:ior.connect = </base.inputs:ior>
float inputs:normal_scale = 1
float inputs:normal_scale.connect = </base.inputs:normal_scale>
float inputs:transmission_dispersion = 64
float inputs:transmission_dispersion.connect = </base.inputs:transmission_dispersion>
token outputs:Shader.connect = </base/redshift/rs_usd_material.outputs:Shader>
def Shader "rs_usd_material"
{
uniform token info:id = "redshift_usd_material"
vector3f inputs:BumpMap.connect = </base/redshift/rs_normalmap1.outputs:out>
token inputs:Surface.connect = </base/redshift/rs_standard_material.outputs:outColor>
token outputs:Shader
}
def Shader "rs_standard_material"
{
uniform token info:id = "redshift::StandardMaterial"
float inputs:refl_ior.connect = </base/redshift.inputs:ior>
float inputs:refl_roughness.connect = </base/redshift/rs_sep_arm.outputs:outG>
float inputs:refr_abbe.connect = </base/redshift.inputs:transmission_dispersion>
float inputs:refr_weight = 1
token outputs:outColor
}
def Shader "rs_sep_arm"
{
uniform token info:id = "redshift::RSColorSplitter"
color4f inputs:input.connect = </base/redshift/rs_image_arm.outputs:outColor>
float outputs:outG
}
def Shader "rs_image_arm"
{
uniform token info:id = "redshift::TextureSampler"
asset inputs:tex0.connect = </base.inputs:texture_arm>
color3f outputs:outColor
}
def Shader "rs_normalmap1"
{
uniform token info:id = "redshift::BumpMap"
color3f inputs:input.connect = </base/redshift/rs_image_normal.outputs:outColor>
token inputs:inputType = "1"
float inputs:scale.connect = </base/redshift.inputs:normal_scale>
vector3f outputs:out
}
def Shader "rs_image_normal"
{
uniform token info:id = "redshift::TextureSampler"
asset inputs:tex0.connect = </base.inputs:texture_normal>
color3f outputs:outColor
}
}
}