==== Meshes: 4
- Mesh 'Cube4Tex' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 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 'sharp_face' BOOLEAN 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
    - (0.993, 0.002)
    - (1.984, 0.002)
    - (1.984, 0.993)
      ...
    - (0.993, -0.989)
    - (0.993, 0.002)
    - (0.003, 0.002)
  - 1 materials
    - 'Mat_BaseRoughEmissNormal10' 

- Mesh 'CubeTexMul' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (4.000, -2.000, -1.000)
    - (4.000, -4.000, -1.000)
    - (4.000, -2.000, 1.000)
      ...
    - (2.000, -4.000, -1.000)
    - (2.000, -2.000, 1.000)
    - (2.000, -4.000, 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 'sharp_face' BOOLEAN 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
    - (0.993, 0.002)
    - (1.984, 0.002)
    - (1.984, 0.993)
      ...
    - (0.993, -0.989)
    - (0.993, 0.002)
    - (0.003, 0.002)
  - 1 materials
    - 'Mat_BaseMul' 

- Mesh 'CubeTiledTex' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (4.000, 1.000, -1.000)
    - (4.000, -1.000, -1.000)
    - (4.000, 1.000, 1.000)
      ...
    - (2.000, -1.000, -1.000)
    - (2.000, 1.000, 1.000)
    - (2.000, -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 'sharp_face' BOOLEAN 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
    - (0.993, 0.002)
    - (1.984, 0.002)
    - (1.984, 0.993)
      ...
    - (0.993, -0.989)
    - (0.993, 0.002)
    - (0.003, 0.002)
  - 1 materials
    - 'Mat_BaseTiled' 

- Mesh 'CubeTiledTexFromAnotherFolder' vtx:8 face:6 loop:24 edge:12
    - 0 4 6 2 3 ... 3 5 4 0 1 
    - 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1 
  - attr 'position' FLOAT_VECTOR POINT
    - (7.000, 1.000, -1.000)
    - (7.000, -1.000, -1.000)
    - (7.000, 1.000, 1.000)
      ...
    - (5.000, -1.000, -1.000)
    - (5.000, 1.000, 1.000)
    - (5.000, -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 'sharp_face' BOOLEAN 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
    - (0.993, 0.002)
    - (1.984, 0.002)
    - (1.984, 0.993)
      ...
    - (0.993, -0.989)
    - (0.993, 0.002)
    - (0.003, 0.002)
  - 1 materials
    - 'Mat_EmissTiledAnotherFolder' 

==== Objects: 4
- Obj 'Cube4Tex' MESH data:'Cube4Tex'
  - pos 0.000, 0.000, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeTexMul' MESH data:'CubeTexMul'
  - pos 0.000, 0.000, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTex' MESH data:'CubeTiledTex'
  - pos 0.000, 0.000, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTexFromAnotherFolder' MESH data:'CubeTiledTexFromAnotherFolder'
  - pos 0.000, 0.000, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 1.000, 1.000, 1.000

==== Materials: 4
- Mat 'Mat_BaseMul'
  - base color (0.800, 0.200, 0.200)
  - specular ior 0.200
  - specular tint (1.000, 1.000, 1.000)
  - roughness 1.000 tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False Non-Color
  - metallic 0.300
  - ior 1.450
  - emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
  - emission strength 1.000
  - viewport diffuse (0.800, 0.200, 0.200, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.300, roughness 1.000
  - backface False probe True shadow False

- Mat 'Mat_BaseRoughEmissNormal10'
  - base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.450
  - emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
  - emission strength 1.000
  - normalmap 2.000 tex:'texture_normal.png' (//blend_geometry/texture_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 'Mat_BaseTiled'
  - base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False tr:(0.100, 0.200, 0.300) scl:(1.500, 3.000, 1.000)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.450
  - 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 'Mat_EmissTiledAnotherFolder'
  - base color (0.023, 0.011, 0.040)
  - specular ior 0.700
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.300
  - metallic 0.000
  - ior 1.200
  - alpha 0.400
  - emission color (1.000, 1.000, 1.000) tex:'texture.png' (//obj/texture.png) a:False tr:(0.000, -0.400, 0.000) scl:(4.000, 3.000, 1.000)
  - emission strength 1.000
  - viewport diffuse (0.023, 0.011, 0.040, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.300
  - backface False probe True shadow False

==== Images: 4
- Image 'texture.png' 4x4 24bpp
- Image 'texture_checker.png' 4x4 8bpp
- Image 'texture_illum.png' 8x8 24bpp
- Image 'texture_normal.png' 8x8 24bpp

