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Normals Types

Screenshot

screenshot usdrecord 22.08

Description

This set of meshes is using various different data types for the normals attribute to check the robustness of parsers.

Schema specification: https://github.com/PixarAnimationStudios/USD/blob/release/pxr/usd/usdGeom/schema.usda


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normalsTypes.usda

#usda 1.0
(
    customLayerData = {
        string copyright = "Copyright 2022 Apple Inc. All rights reserved."
    }
    defaultPrim = "World"
    upAxis = "Y"
    metersPerUnit = 0.01
)

def Scope "World"
{
    def Mesh "point3fArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        point3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, 1... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (0, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "float3Array"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        float3[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, 1,... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (2, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "color3fArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        color3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, 1... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (4, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "normal3fArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, ... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (6, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "empty"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (8, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "point3f"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        point3f normals = (0, 0, 1)
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (10, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "float3"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        float3 normals = (0, 0, 1)
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (12, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "color3f"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        color3f normals = (0, 0, 1)
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (14, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "normal3f"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        normal3f normals = (0, 0, 1)
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (16, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "int"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        int normals = 7
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (18, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "intArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        int[] normals = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0, 2, 4]
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (20, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "point3dArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        point3d[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, 1... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (22, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "double3Array"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        double3[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, 1... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (24, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "color3dArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        color3d[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, 1... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (26, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "normal3dArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        normal3d[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 1, 0), (0, 1, 0), (0, ... (truncated)]
            interpolation = "faceVarying"
        )
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (28, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "double"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        double normals = 7
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (30, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }

    def Mesh "doubleArray"
    {
        float3[] extent = [(-0.5, -0.5, -0.5), (0.5, 0.5, 0.5)]
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0,... (truncated)]
        double[] normals = [0.1, 1.1, 3.1, 2.1, 2.1, 3.1, 5.1, 4.1, 4.1, 5.1, 7.1, 6.1, 6.1, 7.1, 1.... (truncated)]
        point3f[] points = [(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (-0.5, 0.5, 0.5), (0.5, 0.5, 0.5), ... (truncated)]
        color3f[] primvars:displayColor = [(0.8, 0, 0)]
        double3 xformOp:translate = (32, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate"]
    }
}