#usda 1.0
(
    customLayerData = {
        dictionary cameraSettings = {
            dictionary Front = {
                double3 position = (0, 0, 50000)
                double radius = 500
            }
            dictionary Perspective = {
                double3 position = (-450.0435097166573, 417.946004657155, 1117.897145879241)
                double3 target = (143.1801017392904, 161.63531937281348, -19.90590930704586)
            }
            dictionary Right = {
                double3 position = (-50000, 0, -1.1102230246251565e-11)
                double radius = 500
            }
            dictionary Top = {
                double3 position = (-4.329780281177466e-12, 50000, 1.1102230246251565e-11)
                double radius = 500
            }
            string boundCamera = "/OmniverseKit_Persp"
        }
        dictionary omni_layer = {
            dictionary muteness = {
            }
        }
        dictionary renderSettings = {
            token "rtx:rendermode" = "PathTracing"
        }
    }
    defaultPrim = "World"
    endTimeCode = 100
    metersPerUnit = 0.01
    startTimeCode = 0
    timeCodesPerSecond = 24
    upAxis = "Y"
)

def Xform "World"
{
    def Mesh "Plane"
    {
        int[] faceVertexCounts = [4]
        int[] faceVertexIndices = [0, 2, 3, 1]
        normal3f[] normals = [(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
            interpolation = "faceVarying"
        )
        point3f[] points = [(-50, 0, -50), (50, 0, -50), (-50, 0, 50), (50, 0, 50)]
        float2[] primvars:st = [(1, 0), (1, 1), (0, 1), (0, 0)] (
            interpolation = "faceVarying"
        )
        uniform token subdivisionScheme = "none"
        double3 xformOp:rotateXYZ = (0, 0, 0)
        double3 xformOp:scale = (50, 50, 50)
        double3 xformOp:translate = (0, 0, 0)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }

    def DiskLight "defaultLight" (
        prepend apiSchemas = ["ShapingAPI"]
    )
    {
        prepend rel collection:lightLink:excludes = </World/Cube>
        uniform bool collection:lightLink:includeRoot = 1
        delete rel collection:lightLink:includes = </World/Cube>
        float exposure = 4.1
        float intensity = 60000
        float radius = 50
        float shaping:cone:angle = 180
        float shaping:cone:softness
        float shaping:focus = 20
        color3f shaping:focusTint
        asset shaping:ies:file
        double3 xformOp:rotateXYZ = (-30.0301, 0, 0)
        double3 xformOp:scale = (1, 1, 1)
        double3 xformOp:translate = (0, 482.53, 725.108)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }

    def Mesh "Cube"
    {
        int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
        int[] faceVertexIndices = [0, 1, 3, 2, 0, 4, 5, 1, 1, 5, 6, 3, 2, 3, 6, 7, 0, 2, 7, 4, 4, 7, 6, 5]
        normal3f[] normals = [(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
            interpolation = "faceVarying"
        )
        point3f[] points = [(-50, -50, -50), (50, -50, -50), (-50, -50, 50), (50, -50, 50), (-50, 50, -50), (50, 50, -50), (50, 50, 50), (-50, 50, 50)]
        float2[] primvars:st = [(1, 0), (0, 0), (0, 1), (1, 1), (1, 0), (1, 1), (0, 1), (0, 0), (1, 0), (0, 0), (0, 1), (1, 1), (1, 0), (0, 0), (0, 1), (1, 1), (1, 0), (1, 1), (0, 1), (0, 0), (1, 0), (1, 1), (0, 1), (0, 0)] (
            interpolation = "faceVarying"
        )
        uniform token subdivisionScheme = "none"
        double3 xformOp:rotateXYZ = (22.027015686035156, -27.185077667236328, -4.458839271137549e-7)
        double3 xformOp:scale = (0.9999995231628418, 1.0000001192092896, 0.999998927116394)
        double3 xformOp:translate = (0, 100, 0)
        uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
    }
}

