#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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = def Shader "PreviewSurface" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = 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 = 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 } } }