==== Meshes: 2
- Mesh 'Mesh' vtx:382 face:400 loop:1560 edge:780
    - 0 1 21 20 1 ... 379 381 379 360 381 
    - 0/1 1/2 2/3 3/4 4/5 ... 375/381 376/381 377/381 378/381 379/381 
  - attr 'position' FLOAT_VECTOR POINT
    - (0.149, -0.988, -0.048)
    - (0.127, -0.988, -0.092)
    - (0.092, -0.988, -0.127)
      ...
    - (0.156, 0.988, 0.000)
    - (0.000, -1.000, 0.000)
    - (0.000, 1.000, 0.000)
  - attr 'sharp_edge' BOOLEAN EDGE
    - 0 0 0 0 0 ... 0 0 0 0 0 
  - attr 'material_index' INT FACE
    - 0 0 0 0 0 ... 0 0 0 0 0 
  - attr 'custom_normal' INT16_2D CORNER
    - (745, 9000)
    - (745, 0)
    - (371, 23797)
      ...
    - (745, 9000)
    - (745, 0)
    - (0, 0)
  - attr 'map1' FLOAT2 CORNER
    - (0.000, 0.050)
    - (0.050, 0.050)
    - (0.050, 0.100)
      ...
    - (0.950, 0.950)
    - (1.000, 0.950)
    - (0.975, 1.000)
  - 1 materials
    - 'lambert1' 

- Mesh 'Mesh.001' vtx:21 face:21 loop:80 edge:40
    - 0 19 18 17 16 ... 19 20 19 0 20 
    - 0/1 1/2 2/3 3/4 4/5 ... 15/20 16/20 17/20 18/20 19/20 
  - attr 'position' FLOAT_VECTOR POINT
    - (0.951, -1.000, -0.309)
    - (0.809, -1.000, -0.588)
    - (0.588, -1.000, -0.809)
      ...
    - (0.951, -1.000, 0.309)
    - (1.000, -1.000, 0.000)
    - (0.000, 1.000, 0.000)
  - attr 'sharp_edge' BOOLEAN EDGE
    - 1 1 1 1 1 ... 0 0 0 0 0 
  - 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
    - (0.738, 0.173)
    - (0.750, 0.250)
    - (0.738, 0.327)
      ...
    - (0.725, 0.500)
    - (0.750, 0.500)
    - (0.500, 1.000)
  - 1 materials
    - 'lambert1' 

==== Objects: 6
- Obj 'areaLight1' LIGHT data:'Light.001'
  - pos 0.047, -0.022, 0.000
  - rot 1.571, 0.000, 0.707 (XYZ)
  - scl 0.010, 0.010, 0.010
- Obj 'camera1' CAMERA data:'camera1'
  - pos 0.000, -0.149, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 0.010, 0.010, 0.010
- Obj 'directionalLight1' LIGHT data:'Light'
  - pos 0.000, -0.038, 0.028
  - rot 1.062, 0.055, -0.629 (XYZ)
  - scl 0.010, 0.010, 0.010
- Obj 'pCone1' MESH data:'Mesh.001'
  - pos 0.030, 0.000, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 0.010, 0.010, 0.010
  - props: str:currentUVSet='map1'
- Obj 'pSphere1' MESH data:'Mesh'
  - pos 0.000, 0.000, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 0.010, 0.010, 0.010
  - props: str:currentUVSet='map1'
- Obj 'spotLight1' LIGHT data:'Light.002'
  - pos 0.000, 0.001, 0.027
  - rot 0.037, 0.000, 0.000 (XYZ)
  - scl 0.010, 0.010, 0.010

==== Cameras: 1
- Cam 'camera1' PERSP lens:35.0 MILLIMETERS near:0.001 far:100.0 orthosize:1.0
  - fov 0.950 (h 0.950 v 0.661)
  - sensor 36.0x24.0 shift 0.000,0.000

==== Lights: 3
- Light 'Light' SUN col:(1.000, 1.000, 1.000) energy:1.000
- Light 'Light.001' POINT col:(1.000, 1.000, 1.000) energy:1.000
- Light 'Light.002' SPOT col:(1.000, 1.000, 1.000) energy:1.000
  - spot 0.698 blend 0.000

==== 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 0.500
  - 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 0.500
  - backface False probe True shadow False

