==== Meshes: 2
- Mesh 'Mesh' vtx:8 face:12 loop:36 edge:18
    - 1 3 0 0 3 ... 0 4 4 0 2 
    - 0/1 2/3 4/5 6/7 0/2 ... 3/4 4/7 0/7 3/7 0/4 
  - attr 'position' FLOAT_VECTOR POINT
    - (-0.418, -0.342, -0.012)
    - (0.437, -0.500, 0.103)
    - (-0.330, 0.446, 0.300)
      ...
    - (-0.019, 1.279, -0.233)
    - (-0.264, -0.203, -0.500)
    - (0.200, -0.761, -0.500)
  - attr 'sharp_edge' BOOLEAN EDGE
    - 1 1 1 1 1 ... 1 1 1 1 1 
  - attr 'material_index' INT FACE
    - 0 0 0 0 0 ... 0 0 0 0 0 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'map1' FLOAT2 CORNER
    - (0.625, 0.000)
    - (0.625, 0.250)
    - (0.375, 0.000)
      ...
    - (0.125, 0.250)
    - (0.375, 0.000)
    - (0.375, 0.250)
  - 1 materials
    - 'lambert1' 

- Mesh 'Mesh.001' vtx:8 face:12 loop:36 edge:18
    - 1 3 0 0 3 ... 0 4 4 0 2 
    - 0/1 2/3 4/5 6/7 0/2 ... 3/4 4/7 0/7 3/7 0/4 
  - attr 'position' FLOAT_VECTOR POINT
    - (-0.418, -0.342, -0.012)
    - (0.437, -0.500, 0.103)
    - (-0.330, 0.446, 0.300)
      ...
    - (-0.019, 1.279, -0.233)
    - (-0.264, -0.203, -0.500)
    - (0.200, -0.761, -0.500)
  - attr 'sharp_edge' BOOLEAN EDGE
    - 1 1 1 1 1 ... 1 1 1 1 1 
  - attr 'material_index' INT FACE
    - 0 0 0 0 0 ... 0 0 0 0 0 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'map1' FLOAT2 CORNER
    - (0.625, 0.000)
    - (0.625, 0.250)
    - (0.375, 0.000)
      ...
    - (0.125, 0.250)
    - (0.375, 0.000)
    - (0.375, 0.250)
  - 1 materials
    - 'lambert1' 

==== Objects: 2
- Obj 'pCube1' MESH data:'Mesh'
  - pos 0.000, -0.010, 0.000
  - rot 0.137, -0.385, 2.649 (XYZ)
  - scl 0.007, 0.007, 0.007
  - props: str:currentUVSet='map1'
- Obj 'pCube2' MESH data:'Mesh.001'
  - pos 0.000, 0.010, 0.000
  - rot -1.196, -0.554, -2.828 (XYZ)
  - scl 0.007, 0.007, 0.007
  - props: str:currentUVSet='map1'

==== Materials: 1
- Mat 'lambert1'
  - base color (0.500, 0.500, 0.500)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.553
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.500, 0.500, 0.500, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.553
  - backface False probe True shadow False

