==== Meshes: 14
- Mesh 'Cube.001' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatPrincipled' 

- Mesh 'Cube.002' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatDiffuse' 

- Mesh 'Cube.003' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatEmission' 

- Mesh 'Cube.004' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatGlass' 

- Mesh 'Cube.005' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatGlossy' 

- Mesh 'Cube.006' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatSpecular' 

- Mesh 'Cube.007' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatSheen' 

- Mesh 'Cube.008' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatRefraction' 

- Mesh 'Cube.009' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatPrincipledHair' 

- Mesh 'Cube.010' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatHair' 

- Mesh 'Cube.011' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatSubsurface' 

- Mesh 'Cube.012' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatToon' 

- Mesh 'Cube.013' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatTranslucent' 

- Mesh 'Cube.014' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (1.000, 1.000, 1.000)
    - (1.000, 1.000, -1.000)
    - (1.000, -1.000, 1.000)
      ...
    - (-1.000, 1.000, -1.000)
    - (-1.000, -1.000, 1.000)
    - (-1.000, -1.000, -1.000)
  - 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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'UVMap' FLOAT2 CORNER
    - (0.625, 0.500)
    - (0.875, 0.500)
    - (0.875, 0.750)
      ...
    - (0.625, 0.250)
    - (0.625, 0.500)
    - (0.375, 0.500)
  - 1 materials
    - 'MatTransparent' 

==== Objects: 16
- Obj 'Camera' CAMERA data:'Camera'
  - pos 22.243, -12.656, 10.991
  - rot 1.109, 0.000, 0.815 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeDiffuse' MESH data:'Cube.002'
  - pos 2.486, 0.000, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeEmission' MESH data:'Cube.003'
  - pos 5.125, 0.000, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeGlass' MESH data:'Cube.004'
  - pos 7.674, 0.000, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeGlossy' MESH data:'Cube.005'
  - pos 10.162, 0.000, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeHair' MESH data:'Cube.010'
  - pos 10.162, 3.230, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubePrincipled' MESH data:'Cube.001'
  - pos 0.000, 0.000, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubePrincipledHair' MESH data:'Cube.009'
  - pos 7.674, 3.230, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeRefraction' MESH data:'Cube.008'
  - pos 5.125, 3.230, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeSheen' MESH data:'Cube.007'
  - pos 2.486, 3.230, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeSpecular' MESH data:'Cube.006'
  - pos 0.000, 3.230, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeSubsurface' MESH data:'Cube.011'
  - pos 0.000, 6.558, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeToon' MESH data:'Cube.012'
  - pos 2.486, 6.558, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeTranslucent' MESH data:'Cube.013'
  - pos 5.125, 6.558, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeTransparent' MESH data:'Cube.014'
  - pos 7.674, 6.558, 0.000
  - rot 0.000, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'Light' LIGHT data:'Light'
  - pos 4.076, 1.005, 5.904
  - rot 0.650, 0.055, 1.866 (XYZ)
  - scl 1.000, 1.000, 1.000

==== Cameras: 1
- Cam 'Camera' PERSP lens:50.0 MILLIMETERS near:0.100 far:100.0 orthosize:7.3
  - fov 0.691 (h 0.691 v 0.471)
  - sensor 36.0x24.0 shift 0.000,0.000

==== Lights: 1
- Light 'Light' POINT col:(1.000, 1.000, 1.000) energy:1000.000

==== Materials: 14
- Mat 'MatDiffuse'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatEmission'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatGlass'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatGlossy'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatHair'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatPrincipled'
  - base color (0.800, 0.800, 0.800) tex:'checkerboard_diffuse.png' (../blend_scene/textures/checkerboard_diffuse.png) a:False rot:(0.262, 0.524, 1.047) scl:(2.000, 3.000, 4.000)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500 tex:'checkerboard_roughness.png' (../blend_scene/textures/checkerboard_roughness.png) a:False Non-Color
  - metallic 0.000 tex:'checkerboard_metallic.png' (../blend_scene/textures/checkerboard_metallic.png) a:False Non-Color
  - ior 1.500
  - alpha 1.000 tex:'alpha.png' (../blend_scene/textures/alpha.png) a:True Non-Color
  - emission color (1.000, 1.000, 1.000) tex:'checkerboard_emissive.png' (../blend_scene/textures/checkerboard_emissive.png) a:False scl:(2.000, 1.000, 1.000)
  - emission strength 0.200
  - normalmap 3.000 tex:'checkerboard_normal.png' (../blend_scene/textures/checkerboard_normal.png) a:False data
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatPrincipledHair'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatRefraction'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatSheen'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatSpecular'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatSubsurface'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatToon'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatTranslucent'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

- Mat 'MatTransparent'
  - base color (0.800, 0.800, 0.800)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.800, 0.800, 0.800, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False

==== Images: 6
- Image 'alpha.png' 128x128 32bpp
- Image 'checkerboard_diffuse.png' 128x128 24bpp
- Image 'checkerboard_emissive.png' 128x128 24bpp
- Image 'checkerboard_metallic.png' 128x128 24bpp
- Image 'checkerboard_normal.png' 128x128 24bpp
- Image 'checkerboard_roughness.png' 128x128 24bpp

