==== Meshes: 1
- Mesh 'Mesh' vtx:8 face:6 loop:24 edge:12
    - 0 1 3 2 2 ... 3 6 0 2 4 
    - 0/1 2/3 4/5 6/7 0/2 ... 3/5 4/6 5/7 0/6 1/7 
  - attr 'position' FLOAT_VECTOR POINT
    - (-0.500, -0.500, 0.500)
    - (0.500, -0.500, 0.500)
    - (-0.500, 0.500, 0.500)
      ...
    - (0.500, 0.500, -0.500)
    - (-0.500, -0.500, -0.500)
    - (0.500, -0.500, -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 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (0, 0)
    - (0, 0)
      ...
    - (0, 0)
    - (0, 0)
    - (0, 0)
  - attr 'map1' FLOAT2 CORNER
    - (0.375, 0.000)
    - (0.625, 0.000)
    - (0.625, 0.250)
      ...
    - (0.375, 0.000)
    - (0.375, 0.250)
    - (0.125, 0.250)
  - 1 materials
    - 'standardSurface2' 

==== Objects: 1
- Obj 'pCube1' 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'

==== Materials: 1
- Mat 'standardSurface2'
  - base color (0.020, 0.030, 0.040)
  - specular ior 0.140
  - specular tint (0.080, 0.090, 0.100)
  - roughness 0.110
  - metallic 0.060
  - ior 1.000
  - transmission 0.150
  - alpha 0.570
  - emission color (0.520, 0.530, 0.540)
  - emission strength 0.510
  - viewport diffuse (0.020, 0.030, 0.040, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.140
  - viewport metallic 0.060, roughness 0.110
  - backface False probe True shadow False

