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Merge pull request #92 from ScatteredRay/TextureCoordinateTestMaterialX
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Adding MaterialX version of TextureCoordinateTest.
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jcowles authored Aug 8, 2024
2 parents 5b02cf9 + 262d0b0 commit 907d5f1
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61 changes: 61 additions & 0 deletions test_assets/TextureCoordinateTest/TextureCoordinateTest.mtlx
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<?xml version="1.0"?>
<materialx version="1.38" colorspace="lin_rec709">

<nodegraph name="TextureCoordinateTemplate_NodeGraph">
<image name="TextureCoordinateTemplate_Image" type="color3">
<input name="file" type="filename" value="TextureCoordinateTemplate.png" />
</image>
<output name="base_color_output" type="color3" nodename="TextureCoordinateTemplate_Image" />
</nodegraph>

<!-- BackPlaneMat -->
<standard_surface name="BackPlaneMat_Surface" type="surfaceshader">
<input name="base" type="float" value="1" />
<input name="base_color" type="color3" value="0.16000001, 0.16000001, 0.16000001" />
<input name="specular_roughness" type="float" value="1.0" />
</standard_surface>
<surfacematerial name="BackPlaneMat" type="material">
<input name="surfaceshader" type="surfaceshader" nodename="BackPlaneMat_Surface" />
</surfacematerial>

<!-- BottomLeftMat -->
<standard_surface name="BottomLeftMat_Surface" type="surfaceshader">
<input name="base" type="float" value="1" />
<input name="base_color" type="color3" nodegraph="TextureCoordinateTemplate_NodeGraph" output="base_color_output"/>
<input name="specular_roughness" type="float" value="1.0" />
</standard_surface>
<surfacematerial name="BottomLeftMat" type="material">
<input name="surfaceshader" type="surfaceshader" nodename="BottomLeftMat_Surface" />
</surfacematerial>

<!-- BottomRightMat -->
<standard_surface name="BottomRightMat_Surface" type="surfaceshader">
<input name="base" type="float" value="1" />
<input name="base_color" type="color3" nodegraph="TextureCoordinateTemplate_NodeGraph" output="base_color_output"/>
<input name="specular_roughness" type="float" value="1.0" />
</standard_surface>
<surfacematerial name="BottomRightMat" type="material">
<input name="surfaceshader" type="surfaceshader" nodename="BottomRightMat_Surface" />
</surfacematerial>

<!-- TopLeftMat -->
<standard_surface name="TopLeftMat_Surface" type="surfaceshader">
<input name="base" type="float" value="1" />
<input name="base_color" type="color3" nodegraph="TextureCoordinateTemplate_NodeGraph" output="base_color_output"/>
<input name="specular_roughness" type="float" value="1.0" />
</standard_surface>
<surfacematerial name="TopLeftMat" type="material">
<input name="surfaceshader" type="surfaceshader" nodename="TopLeftMat_Surface" />
</surfacematerial>

<!-- TopRightMat -->
<standard_surface name="TopRightMat_Surface" type="surfaceshader">
<input name="base" type="float" value="1" />
<input name="base_color" type="color3" nodegraph="TextureCoordinateTemplate_NodeGraph" output="base_color_output"/>
<input name="specular_roughness" type="float" value="1.0" />
</standard_surface>
<surfacematerial name="TopRightMat" type="material">
<input name="surfaceshader" type="surfaceshader" nodename="TopRightMat_Surface" />
</surfacematerial>

</materialx>
198 changes: 198 additions & 0 deletions test_assets/TextureCoordinateTest/TextureCoordinateTestMaterialX.usda
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#usda 1.0
(
defaultPrim = "Asset"
doc = "Converted from glTF with guc 0.2"
metersPerUnit = 1
upAxis = "Y"
)

def Xform "Asset" (
customData = {
string copyright = "Copyright 2017-2018 Analytical Graphics, Inc., CC-BY 4.0 https://creativecommons.org/licenses/by/4.0/ - Mesh and textures by Ed Mackey."
string generator = "guc conversion from Khronos Blender glTF 2.0 exporter, plus hand-edits"
string version = "2.0"
}
kind = "component"
)
{
def Scope "Materials"
{
def "MaterialX"
{
def Scope "Materials" (
prepend references = @./TextureCoordinateTest.mtlx@</MaterialX/Materials>
)
{
}
}
}

def Xform "Scenes"
{
def Xform "Scene"
{
def Xform "BackPlane"
{
def Xform "BackPlaneMesh"
{
def Mesh "submesh" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-1.0, -1.0, -0.05), (1.0, 1.0, -0.05)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 1, 2, 0, 3, 1]
rel material:binding = </Asset/Materials/MaterialX/Materials/BackPlaneMat>
normal3f[] normals = [(0.0, 0.0, -1.0), (0.0, 0.0, -1.0), (0.0, 0.0, -1.0), (0.0, 0.0, -1.0)] (
interpolation = "vertex"
)
point3f[] points = [(-1.0, 1.0, -0.05), (1.0, -1.0, -0.05), (-1.0, -1.0, -0.05), (1.0, 1.0, -0.05)]
color3f[] primvars:displayColor = [(0.16, 0.16, 0.16)] (
customData = {
dictionary guc = {
bool generated = 1
}
}
interpolation = "constant"
)
uniform token subdivisionScheme = "none"
}
}
}

def Xform "BottomRightObj"
{
def Xform "BottomRightMesh"
{
def Mesh "submesh" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(0.2, -1.2, 0.0), (1.2, -0.2, 0.0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 1, 2, 3, 1, 0]
rel material:binding = </Asset/Materials/MaterialX/Materials/BottomRightMat>
normal3f[] normals = [(0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0)] (
interpolation = "vertex"
)
point3f[] points = [(1.2, -1.2, 0.0), (0.2, -0.2, 0.0), (0.2, -1.2, 0.0), (1.2, -0.2, 0.0)]
color3f[] primvars:displayColor = [(0, 0.8, 0)] (
customData = {
dictionary guc = {
bool generated = 1
}
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(1.0, 0.0), (0.6, 0.4), (0.6, 0.0), (1.0, 0.4)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
}
}

def Xform "BottomLeftObj"
{
def Xform "BottomLeftMesh"
{
def Mesh "submesh" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-1.2, -1.2, 0.0), (-0.2, -0.2, 0.0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 1, 2, 3, 1, 0]
rel material:binding = </Asset/Materials/MaterialX/Materials/BottomLeftMat>
normal3f[] normals = [(0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0)] (
interpolation = "vertex"
)
point3f[] points = [(-0.2, -1.2, 0.0), (-1.2, -0.2, 0.0), (-1.2, -1.2, 0.0), (-0.2, -0.2, 0.0)]
color3f[] primvars:displayColor = [(0, 0.16, 0.8)] (
customData = {
dictionary guc = {
bool generated = 1
}
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0.4, 0.0), (0.0, 0.4), (0.0, 0.0), (0.4, 0.4)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
}
}

def Xform "TopRightObj"
{
def Xform "TopRightMesh"
{
def Mesh "submesh" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(0.2, 0.2, 0.0), (1.2, 1.2, 0.0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 1, 2, 3, 1, 0]
rel material:binding = </Asset/Materials/MaterialX/Materials/TopRightMat>
normal3f[] normals = [(0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0)] (
interpolation = "vertex"
)
point3f[] points = [(1.2, 0.2, 0.0), (0.2, 1.2, 0.0), (0.2, 0.2, 0.0), (1.2, 1.2, 0.0)]
color3f[] primvars:displayColor = [(0.8, 0.08, 0)] (
customData = {
dictionary guc = {
bool generated = 1
}
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(1.0, 0.6), (0.6, 1.0), (0.6, 0.6), (1.0, 1.0)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
}
}

def Xform "TopLeftObj"
{
def Xform "TopLeftMesh"
{
def Mesh "submesh" (
prepend apiSchemas = ["MaterialBindingAPI"]
)
{
uniform bool doubleSided = 1
float3[] extent = [(-1.2, 0.2, 0.0), (-0.2, 1.2, 0.0)]
int[] faceVertexCounts = [3, 3]
int[] faceVertexIndices = [0, 1, 2, 3, 1, 0]
rel material:binding = </Asset/Materials/MaterialX/Materials/TopLeftMat>
normal3f[] normals = [(0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0), (0.0, 0.0, 1.0)] (
interpolation = "vertex"
)
point3f[] points = [(-0.2, 0.2, 0.0), (-1.2, 1.2, 0.0), (-1.2, 0.2, 0.0), (-0.2, 1.2, 0.0)]
color3f[] primvars:displayColor = [(0.8, 0.8, 0)] (
customData = {
dictionary guc = {
bool generated = 1
}
}
interpolation = "constant"
)
texCoord2f[] primvars:st = [(0.4, 0.6), (0.0, 1.0), (0.0, 0.6), (0.4, 1.0)] (
interpolation = "vertex"
)
uniform token subdivisionScheme = "none"
}
}
}
}
}
}

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