Assets / scenes /ithor /FloorPlan22_physics /Payload /MaterialsLibrary.usda
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#usda 1.0
(
"Material library for house FloorPlan22_physics"
customLayerData = {
string creator = """AI2-THOR mjcf-usd scene converter
time: 01-20-26 16:35:06
scene: FloorPlan22_physics
usd-exchange-version: 2.2.0
"""
}
defaultPrim = "Materials"
kilogramsPerUnit = 1
metersPerUnit = 1
upAxis = "Z"
)
class Scope "Materials"
{
def Material "material_HammeredMetal_AlbedoTransparency"
{
token outputs:displacement.connect = </Materials/material_HammeredMetal_AlbedoTransparency/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_HammeredMetal_AlbedoTransparency/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_HammeredMetal_AlbedoTransparency/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/HammeredMetal_MetallicSmoothness.png@
float4 inputs:scale = (1, 1, 1, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_HammeredMetal_AlbedoTransparency/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_WhitePlastic"
{
token outputs:displacement.connect = </Materials/material_WhitePlastic/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_WhitePlastic/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_StoveDarkMat"
{
token outputs:displacement.connect = </Materials/material_StoveDarkMat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_StoveDarkMat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.125, 0.125, 0.125)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Glass_Green_Mat"
{
token outputs:displacement.connect = </Materials/material_Glass_Green_Mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Glass_Green_Mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.170307, 0.257353, 0.178111)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_BlackPlasticMat"
{
token outputs:displacement.connect = </Materials/material_BlackPlasticMat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_BlackPlasticMat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.0727848, 0.0727848, 0.0727848)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Metal"
{
token outputs:displacement.connect = </Materials/material_Metal/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Metal/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_HammeredMetal_Dark"
{
token outputs:displacement.connect = </Materials/material_HammeredMetal_Dark/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_HammeredMetal_Dark/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_HammeredMetal_Dark/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 = (0.264706, 0.264706, 0.264706, 1)
asset inputs:file = @./Textures/HammeredMetal_AlbedoTransparency.png@
float4 inputs:scale = (0.264706, 0.264706, 0.264706, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_HammeredMetal_Dark/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_OrangePlastic"
{
token outputs:displacement.connect = </Materials/material_OrangePlastic/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_OrangePlastic/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 0.268966, 0)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_WhitePlasticScratched"
{
token outputs:displacement.connect = </Materials/material_WhitePlasticScratched/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_WhitePlasticScratched/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_WhitePlasticScratched/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/HammeredMetal_AlbedoTransparency.png@
float4 inputs:scale = (1, 1, 1, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_WhitePlasticScratched/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_CabinetWoodMat"
{
token outputs:displacement.connect = </Materials/material_CabinetWoodMat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_CabinetWoodMat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.6, 0.6, 0.6)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Brass"
{
token outputs:displacement.connect = </Materials/material_Brass/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Brass/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.757353, 0.639065, 0.144788)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Metal_chrome_mat"
{
token outputs:displacement.connect = </Materials/material_Metal_chrome_mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Metal_chrome_mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.829, 0.829, 0.829)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_LightWoodCabinets"
{
token outputs:displacement.connect = </Materials/material_LightWoodCabinets/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_LightWoodCabinets/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_LightWoodCabinets/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 = (0.745283, 0.465802, 0.186321, 1)
asset inputs:file = @./Textures/LightWoodCounters.png@
float4 inputs:scale = (0.745283, 0.465802, 0.186321, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_LightWoodCabinets/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_CeramicTiles3"
{
token outputs:displacement.connect = </Materials/material_CeramicTiles3/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_CeramicTiles3/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_CeramicTiles3/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, 0.901961, 0.852941, 1)
asset inputs:file = @./Textures/bathroomTilesTanSMALLPATTERN.png@
float4 inputs:scale = (1, 0.901961, 0.852941, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_CeramicTiles3/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_WhiteWoodClean"
{
token outputs:displacement.connect = </Materials/material_WhiteWoodClean/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_WhiteWoodClean/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_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_BrushedAluminum_AlbedoTransparency"
{
token outputs:displacement.connect = </Materials/material_BrushedAluminum_AlbedoTransparency/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_BrushedAluminum_AlbedoTransparency/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_BrushedAluminum_AlbedoTransparency/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/BrushedAluminum_AlbedoTransparency.png@
float4 inputs:scale = (1, 1, 1, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_BrushedAluminum_AlbedoTransparency/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_LightWoodCounters2"
{
token outputs:displacement.connect = </Materials/material_LightWoodCounters2/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_LightWoodCounters2/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_LightWoodCounters2/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 = (0.764151, 0.517355, 0.299172, 1)
asset inputs:file = @./Textures/LightWoodCounters.png@
float4 inputs:scale = (0.764151, 0.517355, 0.299172, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_LightWoodCounters2/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_DrywallEggshellTiled"
{
token outputs:displacement.connect = </Materials/material_DrywallEggshellTiled/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_DrywallEggshellTiled/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_DrywallEggshellTiled/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 = (0.92549, 0.878431, 0.776471, 1)
asset inputs:file = @./Textures/WallDrywallWhite.png@
float4 inputs:scale = (0.92549, 0.878431, 0.776471, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_DrywallEggshellTiled/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_Brass_Mat"
{
token outputs:displacement.connect = </Materials/material_Brass_Mat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Brass_Mat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.757353, 0.639065, 0.144788)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_GreyFloor"
{
token outputs:displacement.connect = </Materials/material_GreyFloor/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_GreyFloor/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.577358, 0.580882, 0.49973)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_LightWoodCounters"
{
token outputs:displacement.connect = </Materials/material_LightWoodCounters/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_LightWoodCounters/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_LightWoodCounters/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 = (0.915094, 0.691002, 0.384167, 1)
asset inputs:file = @./Textures/LightWoodCounters.png@
float4 inputs:scale = (0.915094, 0.691002, 0.384167, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_LightWoodCounters/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_Drywall"
{
token outputs:displacement.connect = </Materials/material_Drywall/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Drywall/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_Light2"
{
token outputs:displacement.connect = </Materials/material_Light2/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_Light2/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1, 0.944118, 0.860294)
float inputs:metallic = 0
float inputs:opacity = 1
float inputs:roughness = 0.5
token outputs:displacement
token outputs:surface
}
}
def Material "material_MicrowaveMetalMat"
{
token outputs:displacement.connect = </Materials/material_MicrowaveMetalMat/PreviewSurface.outputs:displacement>
token outputs:surface.connect = </Materials/material_MicrowaveMetalMat/PreviewSurface.outputs:surface>
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </Materials/material_MicrowaveMetalMat/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/BrushedIron_AlbedoTransparency.png@
float4 inputs:scale = (1, 1, 1, 1)
token inputs:sourceColorSpace = "auto"
float2 inputs:st.connect = </Materials/material_MicrowaveMetalMat/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
}
}
}