Assets / scenes /ithor /FloorPlan227_physics /Payload /MaterialsLibrary.usda
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#usda 1.0
(
"Material library for house FloorPlan227_physics"
customLayerData = {
string creator = """AI2-THOR mjcf-usd scene converter
time: 01-20-26 16:35:11
scene: FloorPlan227_physics
usd-exchange-version: 2.2.0
"""
}
defaultPrim = "Materials"
kilogramsPerUnit = 1
metersPerUnit = 1
upAxis = "Z"
)
class Scope "Materials"
{
def Material "material_MediumWoodSmooth"
{
token outputs:displacement.connect = </Materials/material_MediumWoodSmooth/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_MediumWoodSmooth/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_MediumWoodSmooth/DiffuseTexture.outputs:rgb>
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
def Shader "DiffuseTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.396226, 0.230368, 0.151388, 1)
asset inputs:file = @./Textures/WoodGrains1.png@
float4 inputs:scale = (0.396226, 0.230368, 0.151388, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_MediumWoodSmooth/Primvar_st_float2.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "Primvar_st_float2"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
def Material "material_Cream_wood"
{
token outputs:displacement.connect = </Materials/material_Cream_wood/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Cream_wood/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 0.977941, 0.977941)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_HammeredMetal_AlbedoTransparency_2"
{
token outputs:displacement.connect = </Materials/material_HammeredMetal_AlbedoTransparency_2/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_HammeredMetal_AlbedoTransparency_2/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_HammeredMetal_AlbedoTransparency_2/DiffuseTexture.outputs:rgb>
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
def Shader "DiffuseTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 0.934077, 0.816176, 1)
asset inputs:file = @./Textures/HammeredMetal_AlbedoTransparency.png@
float4 inputs:scale = (1, 0.934077, 0.816176, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_HammeredMetal_AlbedoTransparency_2/Primvar_st_float2.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "Primvar_st_float2"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
def Material "material_TexturesCom_WoodFine0038_1_seamless_S"
{
token outputs:displacement.connect = </Materials/material_TexturesCom_WoodFine0038_1_seamless_S/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_TexturesCom_WoodFine0038_1_seamless_S/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_TexturesCom_WoodFine0038_1_seamless_S/DiffuseTexture.outputs:rgb>
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
def Shader "DiffuseTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 1, 1, 1)
asset inputs:file = @./Textures/TexturesCom_WoodFine0038_1_seamless_albedo_S.png@
float4 inputs:scale = (1, 1, 1, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_TexturesCom_WoodFine0038_1_seamless_S/Primvar_st_float2.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "Primvar_st_float2"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
def Material "material_ConcreteBoards1"
{
token outputs:displacement.connect = </Materials/material_ConcreteBoards1/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_ConcreteBoards1/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_ConcreteBoards1/DiffuseTexture.outputs:rgb>
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
def Shader "DiffuseTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 0.939496, 0.863208, 1)
asset inputs:file = @./Textures/ConcreteBoards1.png@
float4 inputs:scale = (1, 0.939496, 0.863208, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_ConcreteBoards1/Primvar_st_float2.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "Primvar_st_float2"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
def Material "material_Glass_Detailed_Lit_High_Mat"
{
token outputs:displacement.connect = </Materials/material_Glass_Detailed_Lit_High_Mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Glass_Detailed_Lit_High_Mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 1, 1)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Black"
{
token outputs:displacement.connect = </Materials/material_Black/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Black/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0, 0, 0)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "tn__material_blackandwhiteabstractbackground1435789351b76_vk1IOX0i0"
{
token outputs:displacement.connect = </Materials/tn__material_blackandwhiteabstractbackground1435789351b76_vk1IOX0i0/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/tn__material_blackandwhiteabstractbackground1435789351b76_vk1IOX0i0/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/tn__material_blackandwhiteabstractbackground1435789351b76_vk1IOX0i0/DiffuseTexture.outputs:rgb>
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
def Shader "DiffuseTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 1, 1, 1)
asset inputs:file = @./Textures/black-and-white-abstract-background-1435789351b76.png@
float4 inputs:scale = (1, 1, 1, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/tn__material_blackandwhiteabstractbackground1435789351b76_vk1IOX0i0/Primvar_st_float2.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "Primvar_st_float2"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
def Material "material_BlackWood"
{
token outputs:displacement.connect = </Materials/material_BlackWood/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_BlackWood/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.147059, 0.147059, 0.147059)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_ScreenDecalStencil"
{
token outputs:displacement.connect = </Materials/material_ScreenDecalStencil/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_ScreenDecalStencil/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 1, 1)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Television_Speakers_Mat"
{
token outputs:displacement.connect = </Materials/material_Television_Speakers_Mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Television_Speakers_Mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.566176, 0.566176, 0.566176)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Television_Screen_Off_Mat"
{
token outputs:displacement.connect = </Materials/material_Television_Screen_Off_Mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Television_Screen_Off_Mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0, 0, 0)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Television_Secondary2_Mat"
{
token outputs:displacement.connect = </Materials/material_Television_Secondary2_Mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Television_Secondary2_Mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_Television_Secondary2_Mat/DiffuseTexture.outputs:rgb>
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
def Shader "DiffuseTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.529412, 0.529412, 0.529412, 1)
asset inputs:file = @./Textures/MetalBumpy_AlbedoTransparency.png@
float4 inputs:scale = (0.529412, 0.529412, 0.529412, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_Television_Secondary2_Mat/Primvar_st_float2.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "Primvar_st_float2"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
def Material "material_Television_Primary2_Mat"
{
token outputs:displacement.connect = </Materials/material_Television_Primary2_Mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Television_Primary2_Mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.570934, 0.612409, 0.647059)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Drywall3"
{
token outputs:displacement.connect = </Materials/material_Drywall3/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Drywall3/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_Drywall3/DiffuseTexture.outputs:rgb>
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
def Shader "DiffuseTexture"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 1, 1, 1)
asset inputs:file = @./Textures/WallDrywallWhite.png@
float4 inputs:scale = (1, 1, 1, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_Drywall3/Primvar_st_float2.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "Primvar_st_float2"
{
uniform token info:id = "UsdPrimvarReader_float2"
string inputs:varname = "st"
float2 outputs:result
}
}
def Material "material_WhiteLight"
{
token outputs:displacement.connect = </Materials/material_WhiteLight/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_WhiteLight/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 1, 1)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_WhiteMetal"
{
token outputs:displacement.connect = </Materials/material_WhiteMetal/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_WhiteMetal/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 1, 1)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "tn__material_Light1TEXobj_Untitled002_AlbedoTransparency_ol1"
{
token outputs:displacement.connect = </Materials/tn__material_Light1TEXobj_Untitled002_AlbedoTransparency_ol1/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/tn__material_Light1TEXobj_Untitled002_AlbedoTransparency_ol1/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 0.85355, 0.720588)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_No"
{
token outputs:displacement.connect = </Materials/material_No/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_No/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 1, 1)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
}