#usda 1.0 ( defaultPrim = "mxCapsule" doc = """Generated from Composed Stage of root layer """ ) def Xform "mxCapsule" ( kind = "component" ) { def Capsule "geom" ( apiSchemas = ["MaterialBindingAPI"] ) { rel material:binding = } } def "MaterialX" { def "Materials" { def Material "Car_Paint" { float inputs:base = 0.5 color3f inputs:base_color = (0.1037792, 0.5921203, 0.85064936) float inputs:coat = 1 float inputs:coat_affect_color float inputs:coat_affect_roughness float inputs:coat_anisotropy color3f inputs:coat_color float inputs:coat_IOR float3 inputs:coat_normal float inputs:coat_rotation float inputs:coat_roughness = 0 float inputs:diffuse_roughness float inputs:emission color3f inputs:emission_color float inputs:metalness float3 inputs:normal color3f inputs:opacity float inputs:sheen color3f inputs:sheen_color float inputs:sheen_roughness float inputs:specular = 1 float inputs:specular_anisotropy = 0.5 color3f inputs:specular_color = (1, 1, 1) float inputs:specular_IOR float inputs:specular_rotation float inputs:specular_roughness = 0.4 float inputs:subsurface float inputs:subsurface_anisotropy color3f inputs:subsurface_color color3f inputs:subsurface_radius float inputs:subsurface_scale float3 inputs:tangent float inputs:thin_film_IOR float inputs:thin_film_thickness bool inputs:thin_walled float inputs:transmission color3f inputs:transmission_color float inputs:transmission_depth float inputs:transmission_dispersion float inputs:transmission_extra_roughness color3f inputs:transmission_scatter float inputs:transmission_scatter_anisotropy token outputs:mtlx:surface.connect = def Shader "ND_standard_surface_surfaceshader" { uniform token info:id = "ND_standard_surface_surfaceshader" float inputs:base.connect = color3f inputs:base_color.connect = float inputs:coat.connect = float inputs:coat_affect_color.connect = float inputs:coat_affect_roughness.connect = float inputs:coat_anisotropy.connect = color3f inputs:coat_color.connect = float inputs:coat_IOR.connect = float3 inputs:coat_normal.connect = float inputs:coat_rotation.connect = float inputs:coat_roughness.connect = float inputs:diffuse_roughness.connect = float inputs:emission.connect = color3f inputs:emission_color.connect = float inputs:metalness.connect = float3 inputs:normal.connect = color3f inputs:opacity.connect = float inputs:sheen.connect = color3f inputs:sheen_color.connect = float inputs:sheen_roughness.connect = float inputs:specular.connect = float inputs:specular_anisotropy.connect = color3f inputs:specular_color.connect = float inputs:specular_IOR.connect = float inputs:specular_rotation.connect = float inputs:specular_roughness.connect = float inputs:subsurface.connect = float inputs:subsurface_anisotropy.connect = color3f inputs:subsurface_color.connect = color3f inputs:subsurface_radius.connect = float inputs:subsurface_scale.connect = float3 inputs:tangent.connect = float inputs:thin_film_IOR.connect = float inputs:thin_film_thickness.connect = bool inputs:thin_walled.connect = float inputs:transmission.connect = color3f inputs:transmission_color.connect = float inputs:transmission_depth.connect = float inputs:transmission_dispersion.connect = float inputs:transmission_extra_roughness.connect = color3f inputs:transmission_scatter.connect = float inputs:transmission_scatter_anisotropy.connect = token outputs:surface } } } def "Shaders" { def Shader "ND_standard_surface_surfaceshader" { uniform token info:id = "ND_standard_surface_surfaceshader" token outputs:surface } } }