 usdview 21-05
usdview 21-05
This model tests UsdPreviewSurface alpha modes and blending, especially the interplay between opacity, opacityThreshold, and diffuseColor.
It’s a conversion from the glTF test asset with the same name found here: https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/AlphaBlendModeTest/README.md.
 glTF reference
glTF reference
  Blender 3.1
Blender 3.1
  QuickLook on iOS 15.6
QuickLook on iOS 15.6
  Omniverse VIEW 2022.1
Omniverse VIEW 2022.1
This conversion bears the same license as the source asset.
Copyright 2018 Analytical Graphics, Inc. CC-BY 4.0 https://creativecommons.org/licenses/by/4.0/ Model and textures by Ed Mackey.
Conversion by Felix Herbst.
#usda 1.0
(
    defaultPrim = "AlphaBlendModeTest"
    endTimeCode = 0
    startTimeCode = 0
    metersPerUnit = 0.01
    upAxis = "Y"
)
def Xform "AlphaBlendModeTest"
{
    matrix4d xformOp:transform = ( (-100, 0, -0.000008742277714191005, 0), (0, 100, 0, 0), (0.000008742277714191005, 0, -100, 0), (0, 1.9839999675750732, 0, 1) )
    uniform token[] xformOpOrder = ["xformOp:transform"]
    def Scope "Materials"
    {
        def Material "Mat_Opaque__165642"
        {
            token outputs:displacement
            token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Opaque__165642/PreviewSurface.outputs:surface>
            token[] requiredKeywords
            def Shader "PreviewSurface"
            {
                uniform token info:id = "UsdPreviewSurface"
                float inputs:clearcoat = 0
                float inputs:clearcoatRoughness = 0.01
                float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
                float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Opaque__165642/_BaseColorTexture.outputs:rgb>
                float inputs:displacement = 0
                float3 inputs:emissiveColor = (0, 0, 0)
                float inputs:ior = 1.5
                float inputs:metallic = 0
                float3 inputs:normal = (0, 0, 1)
                float inputs:occlusion = 1
                float inputs:opacity = 1
                float inputs:opacityThreshold = 0
                float inputs:roughness = 0.8
                float3 inputs:specularColor = (0, 0, 0)
                int inputs:useSpecularWorkflow = 1
                token outputs:displacement
                token outputs:surface
                token[] unity:shaderKeywords
                string unity:shaderName
            }
            def Shader "uvReader"
            {
                uniform token info:id = "UsdPrimvarReader_float2"
                float2 inputs:fallback = (0, 0)
                token inputs:varname = "st"
                float2 outputs:result
            }
            def Shader "_BaseColorTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (0, 0, 0, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (1, 1, 1, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Opaque__165642/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
        }
        def Material "Mat_Blend__165610"
        {
            token outputs:displacement
            token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/PreviewSurface.outputs:surface>
            token[] requiredKeywords
            def Shader "PreviewSurface"
            {
                uniform token info:id = "UsdPreviewSurface"
                float inputs:clearcoat = 0
                float inputs:clearcoatRoughness = 0.01
                float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
                float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/_BaseColorTexture.outputs:rgb>
                float inputs:displacement = 0
                float3 inputs:emissiveColor = (0, 0, 0)
                float inputs:ior = 1.5
                float inputs:metallic = 0
                float3 inputs:normal = (0, 0, 1)
                float inputs:occlusion = 1
                float inputs:opacity = 1
                float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/_BaseColorTexture.outputs:a>
                float inputs:opacityThreshold = 0
                float inputs:roughness = 0.8
                float3 inputs:specularColor = (0, 0, 0)
                int inputs:useSpecularWorkflow = 1
                token outputs:displacement
                token outputs:surface
                token[] unity:shaderKeywords
                string unity:shaderName
            }
            def Shader "uvReader"
            {
                uniform token info:id = "UsdPrimvarReader_float2"
                float2 inputs:fallback = (0, 0)
                token inputs:varname = "st"
                float2 outputs:result
            }
            def Shader "_BaseColorTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (0, 0, 0, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (1, 1, 1, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Blend__165610/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
        }
        def Material "Mat_Cutoff_75__165626"
        {
            token outputs:displacement
            token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/PreviewSurface.outputs:surface>
            token[] requiredKeywords
            def Shader "PreviewSurface"
            {
                uniform token info:id = "UsdPreviewSurface"
                float inputs:clearcoat = 0
                float inputs:clearcoatRoughness = 0.01
                float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
                float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/_BaseColorTexture.outputs:rgb>
                float inputs:displacement = 0
                float3 inputs:emissiveColor = (0, 0, 0)
                float inputs:ior = 1.5
                float inputs:metallic = 0
                float3 inputs:normal = (0, 0, 1)
                float inputs:occlusion = 1
                float inputs:opacity = 1
                float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/_BaseColorTexture.outputs:a>
                float inputs:opacityThreshold = 0.75
                float inputs:roughness = 0.8
                float3 inputs:specularColor = (0, 0, 0)
                int inputs:useSpecularWorkflow = 1
                token outputs:displacement
                token outputs:surface
                token[] unity:shaderKeywords
                string unity:shaderName
            }
            def Shader "uvReader"
            {
                uniform token info:id = "UsdPrimvarReader_float2"
                float2 inputs:fallback = (0, 0)
                token inputs:varname = "st"
                float2 outputs:result
            }
            def Shader "_BaseColorTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (0, 0, 0, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (1, 1, 1, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
        }
        def Material "Mat_Cutoff_Default__165634"
        {
            token outputs:displacement
            token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/PreviewSurface.outputs:surface>
            token[] requiredKeywords
            def Shader "PreviewSurface"
            {
                uniform token info:id = "UsdPreviewSurface"
                float inputs:clearcoat = 0
                float inputs:clearcoatRoughness = 0.01
                float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
                float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/_BaseColorTexture.outputs:rgb>
                float inputs:displacement = 0
                float3 inputs:emissiveColor = (0, 0, 0)
                float inputs:ior = 1.5
                float inputs:metallic = 0
                float3 inputs:normal = (0, 0, 1)
                float inputs:occlusion = 1
                float inputs:opacity = 1
                float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/_BaseColorTexture.outputs:a>
                float inputs:opacityThreshold = 0.5
                float inputs:roughness = 0.8
                float3 inputs:specularColor = (0, 0, 0)
                int inputs:useSpecularWorkflow = 1
                token outputs:displacement
                token outputs:surface
                token[] unity:shaderKeywords
                string unity:shaderName
            }
            def Shader "uvReader"
            {
                uniform token info:id = "UsdPrimvarReader_float2"
                float2 inputs:fallback = (0, 0)
                token inputs:varname = "st"
                float2 outputs:result
            }
            def Shader "_BaseColorTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (0, 0, 0, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (1, 1, 1, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
        }
        def Material "Mat_Cutoff_25__165618"
        {
            token outputs:displacement
            token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/PreviewSurface.outputs:surface>
            token[] requiredKeywords
            def Shader "PreviewSurface"
            {
                uniform token info:id = "UsdPreviewSurface"
                float inputs:clearcoat = 0
                float inputs:clearcoatRoughness = 0.01
                float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
                float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/_BaseColorTexture.outputs:rgb>
                float inputs:displacement = 0
                float3 inputs:emissiveColor = (0, 0, 0)
                float inputs:ior = 1.5
                float inputs:metallic = 0
                float3 inputs:normal = (0, 0, 1)
                float inputs:occlusion = 1
                float inputs:opacity = 1
                float inputs:opacity.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/_BaseColorTexture.outputs:a>
                float inputs:opacityThreshold = 0.25
                float inputs:roughness = 0.8
                float3 inputs:specularColor = (0, 0, 0)
                int inputs:useSpecularWorkflow = 1
                token outputs:displacement
                token outputs:surface
                token[] unity:shaderKeywords
                string unity:shaderName
            }
            def Shader "uvReader"
            {
                uniform token info:id = "UsdPrimvarReader_float2"
                float2 inputs:fallback = (0, 0)
                token inputs:varname = "st"
                float2 outputs:result
            }
            def Shader "_BaseColorTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (0, 0, 0, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image3_801ab6939d4d9c35de01996b52bc1650.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (1, 1, 1, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
        }
        def Material "Mat_Bed__165602"
        {
            token outputs:displacement
            token outputs:surface.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/PreviewSurface.outputs:surface>
            token[] requiredKeywords
            def Shader "PreviewSurface"
            {
                uniform token info:id = "UsdPreviewSurface"
                float inputs:clearcoat = 0
                float inputs:clearcoatRoughness = 0.01
                float3 inputs:diffuseColor = (0.18, 0.18, 0.18)
                float3 inputs:diffuseColor.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_BaseColorTexture.outputs:rgb>
                float inputs:displacement = 0
                float3 inputs:emissiveColor = (0, 0, 0)
                float inputs:ior = 1.5
                float inputs:metallic = 0
                float inputs:metallic.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_MetallicRoughnessTexture.outputs:b>
                float3 inputs:normal = (0, 0, 1)
                float3 inputs:normal.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_NormalTexture.outputs:rgb>
                float inputs:occlusion = 1
                float inputs:opacity = 1
                float inputs:opacityThreshold = 0
                float inputs:roughness = 0.5
                float inputs:roughness.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/_MetallicRoughnessTexture.outputs:g>
                float3 inputs:specularColor = (0, 0, 0)
                int inputs:useSpecularWorkflow = 1
                token outputs:displacement
                token outputs:surface
                token[] unity:shaderKeywords
                string unity:shaderName
            }
            def Shader "uvReader"
            {
                uniform token info:id = "UsdPrimvarReader_float2"
                float2 inputs:fallback = (0, 0)
                token inputs:varname = "st"
                float2 outputs:result
            }
            def Shader "_BaseColorTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (0, 0, 0, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image2_d151f95487c02f2a13820ace88f0370d.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (1, 1, 1, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
            def Shader "_NormalTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (-1, -1, -1, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image0_e93a912e744ba8675c680a67d486a70c.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (2, 2, 2, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                token inputs:sourceColorSpace = "raw"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
            def Shader "_MetallicRoughnessTexture"
            {
                uniform token info:id = "UsdUVTexture"
                float4 inputs:bias = (0, 0, 0, 0)
                float4 inputs:fallback = (0, 0, 0, 1)
                asset inputs:file = @0/AlphaBlendModeTest_image1_b7b61473c6009b01dfe9c6950d4d5ed6.png@
                token inputs:isSRGB = "auto"
                float4 inputs:scale = (1, 1, 1, 1)
                float2 inputs:st = (0, 0)
                float2 inputs:st.connect = </AlphaBlendModeTest/Materials/Mat_Bed__165602/uvReader.outputs:result>
                token inputs:wrapS = "repeat"
                token inputs:wrapT = "repeat"
                float outputs:a
                float outputs:b
                float outputs:g
                float outputs:r
                float3 outputs:rgb
                float4 outputs:rgba
            }
        }
    }
    def Mesh "GreenArrows" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-3.0900002, -0.48159602, 0), (0, 0.4833804, 0)]
        int[] faceVertexCounts = [3, 3, 3]
        int[] faceVertexIndices = [1, 2, 0, 4, 5, 3, 7, 8, 6]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Opaque__165642>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)... (truncated)]
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(-1.5, 0, 0), (-1.59, -0.095, 0), (-1.59, 0.095, 0), (0, 0.3883804, 0), ... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.8133797, 0.3877269), (0.81690603, 0.38423264), (0.81690603, 0.391... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-0.99984765, -0.01745681, 0, -1), (-0.99984765, -0.01745681, ... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-0.5, 1.068150520324707, -0.004999999888241291, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "DecalBlend" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(0.992, -0.114, -0.01), (1.2080001, 0.114, -0.01)]
        int[] faceVertexCounts = [3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Blend__165610>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(0.992, 0.114, -0.01), (1.2080001, -0.114, -0.01), (0.992, -0.114, -0.01... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.9825, 0.33749998), (0.8924999, 0.24249995), (0.9825, 0.24249995),... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0.554699182510376, 0.8320509195327759, 0), (0, -0.8320509195327759, 0.554699182510376, 0), (0, 0, -0.4090209901332855, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "DecalOpaque" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-3.29, -0.156, -0.00999999), (3.29, 0.156, 5.364418e-7)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 1, 0, 5, 6, 4, 7, 5, 4, 9, 10, 8, 11, 9, 8, 13, 14, 1... (truncated)]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Opaque__165642>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)... (truncated)]
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(0.992, 0.11400002, 5.364418e-7), (1.208, -0.11400001, 5.364418e-7), (0.... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.87, 0.45499992), (0.78000003, 0.36), (0.87, 0.36), (0.78000003, 0... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 0.554699182510376, 0.8320509195327759, 0), (0, -0.8320509195327759, 0.554699182510376, 0), (0, 0, -0.4090207517147064, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "TestCutoff75" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
        int[] faceVertexCounts = [3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Cutoff_75__165626>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-3, 0, 0, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "TestCutoffDefault" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
        int[] faceVertexCounts = [3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Cutoff_Default__165634>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (-1.5, 0, 0, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "TestCutoff25" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
        int[] faceVertexCounts = [3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Cutoff_25__165618>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "TestBlend" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
        int[] faceVertexCounts = [3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Blend__165610>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (1.5, 0, 0, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "TestOpaque" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-0.55, 0.10000014, 0), (0.55, 1.9699998, 0)]
        int[] faceVertexCounts = [3, 3]
        int[] faceVertexIndices = [1, 2, 0, 3, 1, 0]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Opaque__165642>
        normal3f[] normals = [(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1)] (
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(-0.55, 1.9699998, 0), (0.55, 0.10000008, 0), (-0.55, 0.10000008, 0), (0... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.675, 0.95), (0.12500022, 0.014999986), (0.675, 0.014999986), (0.1... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1), (-1, 0, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (3, 0, 0, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
    def Mesh "Bed" (
        prepend apiSchemas = ["MaterialBindingAPI"]
    )
    {
        uniform bool doubleSided
        float3[] extent = [(-4.3, -0.099999905, -0.54999995), (4.3, 2.2995334, 0.75)]
        int[] faceVertexCounts = [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, ... (truncated)]
        int[] faceVertexIndices = [1, 2, 0, 4, 5, 3, 7, 8, 6, 10, 11, 9, 13, 14, 12, 16, 17, 15, 19,... (truncated)]
        rel material:binding = </AlphaBlendModeTest/Materials/Mat_Bed__165602>
        normal3f[] normals = [(1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 0, 0.99999994), (0, 0, 0.99999994... (truncated)]
            interpolation = "vertex"
        )
        uniform token orientation
        point3f[] points = [(4.3, 0.100000024, -0.25), (4.3, -0.100000024, 0.75), (4.3, -0.100000024... (truncated)]
        color4f[] primvars:colors (
            elementSize = 1
            interpolation = "vertex"
        )
        float2[] primvars:st = [(0.9717224, 0.11805558), (0.9974293, 0.002314806), (0.9974293, 0.152... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        int[] primvars:st:indices
        float4[] primvars:tangents = [(0, -1, 0, -1), (0, -1, 0, -1), (0, -1, 0, -1), (0, -1, 0, -1)... (truncated)]
            elementSize = 1
            interpolation = "vertex"
        )
        uniform token purpose
        uniform token subdivisionScheme = "none"
        token visibility
        matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
        uniform token[] xformOpOrder = ["xformOp:transform"]
    }
}