OBJ Import Test Report

Tested files: 42
NameNewReferenceDiff
all_curves
==== Meshes: 11 - Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11 - attr 'position' FLOAT_VECTOR POINT - (2.895, 0.000, 0.000) - (3.032, 0.000, -0.505) - (3.390, 0.000, -0.863) ... - (3.895, 0.000, 1.000) - (3.390, 0.000, 0.863) - (3.032, 0.000, 0.505) - Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7 - 0/1 1/2 2/3 3/4 4/5 5/6 6/7 - attr 'position' FLOAT_VECTOR POINT - (-1.000, 0.000, 0.000) - (-0.950, 0.000, -0.624) - (-0.790, 0.000, -0.867) ... - (0.161, 0.000, -0.347) - (0.573, 0.000, -0.104) - (1.000, 0.000, 0.000) - Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28 - 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28 - attr 'position' FLOAT_VECTOR POINT - (-0.902, 0.000, 2.693) - (-0.956, 0.000, 2.645) - (-1.183, 0.000, 2.632) ... - (1.158, 0.000, 3.151) - (1.070, 0.000, 2.817) - (1.098, 0.000, 2.693) - Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32 - 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31 - attr 'position' FLOAT_VECTOR POINT - (3.188, 0.000, 7.747) - (3.266, 0.000, 7.358) - (3.481, 0.000, 7.040) ... - (4.285, 0.000, 11.821) - (5.285, 0.000, 12.821) - (4.285, 0.000, 13.821) - Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34 - 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33 - attr 'position' FLOAT_VECTOR POINT - (10.600, 0.000, 8.259) - (10.338, 0.000, 7.822) - (10.307, 0.000, 7.552) ... - (12.837, 0.000, 13.444) - (12.813, 0.000, 14.125) - (12.066, 0.000, 14.493) - Mesh 'NurbsCircle' vtx:32 face:0 loop:0 edge:32 - 0/1 1/2 2/3 3/4 4/5 ... 27/28 28/29 29/30 30/31 0/31 - attr 'position' FLOAT_VECTOR POINT - (10.756, 0.000, 0.707) - (10.580, 0.000, 0.474) - (10.494, 0.000, 0.270) ... - (11.344, 0.000, 0.997) - (11.193, 0.000, 0.969) - (10.989, 0.000, 0.883) - Mesh 'NurbsCurve' vtx:9 face:0 loop:0 edge:8 - 0/1 1/2 2/3 3/4 4/5 5/6 6/7 7/8 - attr 'position' FLOAT_VECTOR POINT - (7.730, 0.000, -0.375) - (7.886, 0.000, -0.581) - (8.063, 0.000, -0.734) ... - (8.846, 0.000, -0.920) - (9.030, 0.000, -0.887) - (9.197, 0.000, -0.833) - Mesh 'NurbsCurve2' vtx:24 face:0 loop:0 edge:23 - 0/1 1/2 2/3 3/4 4/5 ... 18/19 19/20 20/21 21/22 22/23 - attr 'position' FLOAT_VECTOR POINT - (5.857, 0.000, 5.211) - (5.883, 0.000, 4.843) - (5.990, 0.000, 4.491) ... - (9.419, 0.000, 3.357) - (9.557, 0.000, 3.570) - (9.665, 0.000, 3.871) - Mesh 'NurbsPathCurve' vtx:31 face:0 loop:0 edge:29 - 0/1 1/2 2/3 3/4 4/5 ... 25/26 26/27 27/28 28/29 29/30 - attr 'position' FLOAT_VECTOR POINT - (13.691, 0.000, 0.000) - (14.059, 0.000, 0.419) - (14.383, 0.000, 0.670) ... - (16.242, 0.000, -0.671) - (16.339, 0.000, -0.583) - (16.430, 0.000, -0.479) - Mesh 'PolyCircle' vtx:4 face:0 loop:0 edge:4 - 0/1 1/2 2/3 0/3 - attr 'position' FLOAT_VECTOR POINT - (3.090, 0.000, -4.488) - (4.090, 0.000, -5.488) - (5.090, 0.000, -4.488) - (4.090, 0.000, -3.488) - Mesh 'PolyCurve' vtx:3 face:0 loop:0 edge:2 - 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-1.000, 0.000, -4.488) - (0.371, 0.000, -5.659) - (1.000, 0.000, -4.488) ==== Objects: 11 - Obj 'BezierCircle' MESH data:'BezierCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve2' MESH data:'BezierCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' MESH data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve' MESH data:'NurbsCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve2' MESH data:'NurbsCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsPathCurve' MESH data:'NurbsPathCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCircle' MESH data:'PolyCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCurve' MESH data:'PolyCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 11 - Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11 - attr 'position' FLOAT_VECTOR POINT - (2.895, 0.000, 0.000) - (3.032, 0.000, -0.505) - (3.390, 0.000, -0.863) ... - (3.895, 0.000, 1.000) - (3.390, 0.000, 0.863) - (3.032, 0.000, 0.505) - Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7 - 0/1 1/2 2/3 3/4 4/5 5/6 6/7 - attr 'position' FLOAT_VECTOR POINT - (-1.000, 0.000, 0.000) - (-0.950, 0.000, -0.624) - (-0.790, 0.000, -0.867) ... - (0.161, 0.000, -0.347) - (0.573, 0.000, -0.104) - (1.000, 0.000, 0.000) - Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28 - 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28 - attr 'position' FLOAT_VECTOR POINT - (-0.902, 0.000, 2.693) - (-0.956, 0.000, 2.645) - (-1.183, 0.000, 2.632) ... - (1.158, 0.000, 3.151) - (1.070, 0.000, 2.817) - (1.098, 0.000, 2.693) - Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32 - 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31 - attr 'position' FLOAT_VECTOR POINT - (3.188, 0.000, 7.747) - (3.266, 0.000, 7.358) - (3.481, 0.000, 7.040) ... - (4.285, 0.000, 11.821) - (5.285, 0.000, 12.821) - (4.285, 0.000, 13.821) - Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34 - 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33 - attr 'position' FLOAT_VECTOR POINT - (10.600, 0.000, 8.259) - (10.338, 0.000, 7.822) - (10.307, 0.000, 7.552) ... - (12.837, 0.000, 13.444) - (12.813, 0.000, 14.125) - (12.066, 0.000, 14.493) - Mesh 'NurbsCircle' vtx:32 face:0 loop:0 edge:32 - 0/1 1/2 2/3 3/4 4/5 ... 27/28 28/29 29/30 30/31 0/31 - attr 'position' FLOAT_VECTOR POINT - (10.756, 0.000, 0.707) - (10.580, 0.000, 0.474) - (10.494, 0.000, 0.270) ... - (11.344, 0.000, 0.997) - (11.193, 0.000, 0.969) - (10.989, 0.000, 0.883) - Mesh 'NurbsCurve' vtx:9 face:0 loop:0 edge:8 - 0/1 1/2 2/3 3/4 4/5 5/6 6/7 7/8 - attr 'position' FLOAT_VECTOR POINT - (7.730, 0.000, -0.375) - (7.886, 0.000, -0.581) - (8.063, 0.000, -0.734) ... - (8.846, 0.000, -0.920) - (9.030, 0.000, -0.887) - (9.197, 0.000, -0.833) - Mesh 'NurbsCurve2' vtx:24 face:0 loop:0 edge:23 - 0/1 1/2 2/3 3/4 4/5 ... 18/19 19/20 20/21 21/22 22/23 - attr 'position' FLOAT_VECTOR POINT - (5.857, 0.000, 5.211) - (5.883, 0.000, 4.843) - (5.990, 0.000, 4.491) ... - (9.419, 0.000, 3.357) - (9.557, 0.000, 3.570) - (9.665, 0.000, 3.871) - Mesh 'NurbsPathCurve' vtx:31 face:0 loop:0 edge:29 - 0/1 1/2 2/3 3/4 4/5 ... 25/26 26/27 27/28 28/29 29/30 - attr 'position' FLOAT_VECTOR POINT - (13.691, 0.000, 0.000) - (14.059, 0.000, 0.419) - (14.383, 0.000, 0.670) ... - (16.242, 0.000, -0.671) - (16.339, 0.000, -0.583) - (16.430, 0.000, -0.479) - Mesh 'PolyCircle' vtx:4 face:0 loop:0 edge:4 - 0/1 1/2 2/3 0/3 - attr 'position' FLOAT_VECTOR POINT - (3.090, 0.000, -4.488) - (4.090, 0.000, -5.488) - (5.090, 0.000, -4.488) - (4.090, 0.000, -3.488) - Mesh 'PolyCurve' vtx:3 face:0 loop:0 edge:2 - 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-1.000, 0.000, -4.488) - (0.371, 0.000, -5.659) - (1.000, 0.000, -4.488) ==== Objects: 11 - Obj 'BezierCircle' MESH data:'BezierCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve2' MESH data:'BezierCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' MESH data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve' MESH data:'NurbsCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve2' MESH data:'NurbsCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsPathCurve' MESH data:'NurbsPathCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCircle' MESH data:'PolyCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCurve' MESH data:'PolyCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
all_curves_as_nurbs
==== Meshes: 5 - Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11 - attr 'position' FLOAT_VECTOR POINT - (2.895, 0.000, 0.000) - (3.032, 0.000, -0.505) - (3.390, 0.000, -0.863) ... - (3.895, 0.000, 1.000) - (3.390, 0.000, 0.863) - (3.032, 0.000, 0.505) - Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7 - 0/1 1/2 2/3 3/4 4/5 5/6 6/7 - attr 'position' FLOAT_VECTOR POINT - (-1.000, 0.000, 0.000) - (-0.950, 0.000, -0.624) - (-0.790, 0.000, -0.867) ... - (0.161, 0.000, -0.347) - (0.573, 0.000, -0.104) - (1.000, 0.000, 0.000) - Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28 - 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28 - attr 'position' FLOAT_VECTOR POINT - (-0.902, 0.000, 2.693) - (-0.956, 0.000, 2.645) - (-1.183, 0.000, 2.632) ... - (1.158, 0.000, 3.151) - (1.070, 0.000, 2.817) - (1.098, 0.000, 2.693) - Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32 - 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31 - attr 'position' FLOAT_VECTOR POINT - (3.188, 0.000, 7.747) - (3.266, 0.000, 7.358) - (3.481, 0.000, 7.040) ... - (4.285, 0.000, 11.821) - (5.285, 0.000, 12.821) - (4.285, 0.000, 13.821) - Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34 - 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33 - attr 'position' FLOAT_VECTOR POINT - (10.600, 0.000, 8.259) - (10.338, 0.000, 7.822) - (10.307, 0.000, 7.552) ... - (12.837, 0.000, 13.444) - (12.813, 0.000, 14.125) - (12.066, 0.000, 14.493) ==== Curves: 7 - Curve 'NurbsCircle' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:8x1 order:4x4 cyclic:True,False endp:False,False - (11.463, 0.000, -1.000) w:1.000 - (10.463, 0.000, -1.000) w:1.000 - (10.463, 0.000, 0.000) w:1.000 ... - (12.463, 0.000, 1.000) w:1.000 - (12.463, 0.000, 0.000) w:1.000 - (12.463, 0.000, -1.000) w:1.000 - Curve 'NurbsCurve' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (9.947, 0.000, 0.000) w:1.000 - (9.447, 0.000, -1.000) w:1.000 - (7.447, 0.000, -1.000) w:1.000 - (7.143, 0.000, 2.752) w:1.000 - Curve 'NurbsCurve2' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:7x1 order:4x4 cyclic:False,False endp:False,False - (9.772, 0.000, 6.791) w:1.000 - (9.873, 0.000, 3.403) w:1.000 - (8.725, 0.000, 2.825) w:1.000 ... - (6.842, 0.000, 2.942) w:1.000 - (5.304, 0.000, 5.296) w:1.000 - (7.084, 0.000, 7.142) w:1.000 - Curve 'NurbsPathCurve' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False - (17.691, 0.000, 0.000) w:1.000 - (16.632, 0.000, 1.854) w:1.000 - (15.691, 0.000, 0.000) w:1.000 - (14.671, 0.000, 1.288) w:1.000 - (13.691, 0.000, 0.000) w:1.000 - Curve 'NurbsPathCurve.001' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (17.115, 0.000, 2.127) w:1.000 - (16.693, 0.000, -1.000) w:1.000 - (14.693, 0.000, -1.000) w:1.000 - (14.193, 0.000, 0.000) w:1.000 - Curve 'PolyCircle' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:2x2 cyclic:True,False endp:False,False - (5.090, 0.000, -4.488) w:1.000 - (4.090, 0.000, -5.488) w:1.000 - (3.090, 0.000, -4.488) w:1.000 - (4.090, 0.000, -3.488) w:1.000 - Curve 'PolyCurve' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:3x1 order:2x2 cyclic:False,False endp:False,False - (1.000, 0.000, -4.488) w:1.000 - (0.371, 0.000, -5.659) w:1.000 - (-1.000, 0.000, -4.488) w:1.000 ==== Objects: 12 - Obj 'BezierCircle' MESH data:'BezierCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve2' MESH data:'BezierCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' CURVE data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve' CURVE data:'NurbsCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve2' CURVE data:'NurbsCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsPathCurve' CURVE data:'NurbsPathCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsPathCurve.001' CURVE data:'NurbsPathCurve.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCircle' CURVE data:'PolyCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCurve' CURVE data:'PolyCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 5 - Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11 - attr 'position' FLOAT_VECTOR POINT - (2.895, 0.000, 0.000) - (3.032, 0.000, -0.505) - (3.390, 0.000, -0.863) ... - (3.895, 0.000, 1.000) - (3.390, 0.000, 0.863) - (3.032, 0.000, 0.505) - Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7 - 0/1 1/2 2/3 3/4 4/5 5/6 6/7 - attr 'position' FLOAT_VECTOR POINT - (-1.000, 0.000, 0.000) - (-0.950, 0.000, -0.624) - (-0.790, 0.000, -0.867) ... - (0.161, 0.000, -0.347) - (0.573, 0.000, -0.104) - (1.000, 0.000, 0.000) - Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28 - 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28 - attr 'position' FLOAT_VECTOR POINT - (-0.902, 0.000, 2.693) - (-0.956, 0.000, 2.645) - (-1.183, 0.000, 2.632) ... - (1.158, 0.000, 3.151) - (1.070, 0.000, 2.817) - (1.098, 0.000, 2.693) - Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32 - 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31 - attr 'position' FLOAT_VECTOR POINT - (3.188, 0.000, 7.747) - (3.266, 0.000, 7.358) - (3.481, 0.000, 7.040) ... - (4.285, 0.000, 11.821) - (5.285, 0.000, 12.821) - (4.285, 0.000, 13.821) - Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34 - 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33 - attr 'position' FLOAT_VECTOR POINT - (10.600, 0.000, 8.259) - (10.338, 0.000, 7.822) - (10.307, 0.000, 7.552) ... - (12.837, 0.000, 13.444) - (12.813, 0.000, 14.125) - (12.066, 0.000, 14.493) ==== Curves: 7 - Curve 'NurbsCircle' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:8x1 order:4x4 cyclic:True,False endp:False,False - (11.463, 0.000, -1.000) w:1.000 - (10.463, 0.000, -1.000) w:1.000 - (10.463, 0.000, 0.000) w:1.000 ... - (12.463, 0.000, 1.000) w:1.000 - (12.463, 0.000, 0.000) w:1.000 - (12.463, 0.000, -1.000) w:1.000 - Curve 'NurbsCurve' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (9.947, 0.000, 0.000) w:1.000 - (9.447, 0.000, -1.000) w:1.000 - (7.447, 0.000, -1.000) w:1.000 - (7.143, 0.000, 2.752) w:1.000 - Curve 'NurbsCurve2' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:7x1 order:4x4 cyclic:False,False endp:False,False - (9.772, 0.000, 6.791) w:1.000 - (9.873, 0.000, 3.403) w:1.000 - (8.725, 0.000, 2.825) w:1.000 ... - (6.842, 0.000, 2.942) w:1.000 - (5.304, 0.000, 5.296) w:1.000 - (7.084, 0.000, 7.142) w:1.000 - Curve 'NurbsPathCurve' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False - (17.691, 0.000, 0.000) w:1.000 - (16.632, 0.000, 1.854) w:1.000 - (15.691, 0.000, 0.000) w:1.000 - (14.671, 0.000, 1.288) w:1.000 - (13.691, 0.000, 0.000) w:1.000 - Curve 'NurbsPathCurve.001' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (17.115, 0.000, 2.127) w:1.000 - (16.693, 0.000, -1.000) w:1.000 - (14.693, 0.000, -1.000) w:1.000 - (14.193, 0.000, 0.000) w:1.000 - Curve 'PolyCircle' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:2x2 cyclic:True,False endp:False,False - (5.090, 0.000, -4.488) w:1.000 - (4.090, 0.000, -5.488) w:1.000 - (3.090, 0.000, -4.488) w:1.000 - (4.090, 0.000, -3.488) w:1.000 - Curve 'PolyCurve' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:3x1 order:2x2 cyclic:False,False endp:False,False - (1.000, 0.000, -4.488) w:1.000 - (0.371, 0.000, -5.659) w:1.000 - (-1.000, 0.000, -4.488) w:1.000 ==== Objects: 12 - Obj 'BezierCircle' MESH data:'BezierCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BezierCurve2' MESH data:'BezierCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' CURVE data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve' CURVE data:'NurbsCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurve2' CURVE data:'NurbsCurve2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsPathCurve' CURVE data:'NurbsPathCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsPathCurve.001' CURVE data:'NurbsPathCurve.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCircle' CURVE data:'PolyCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PolyCurve' CURVE data:'PolyCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
all_objects
==== Meshes: 18 - Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12 - attr 'position' FLOAT_VECTOR POINT - (-1.000, -2.000, 0.000) - (-0.875, -1.895, 0.000) - (-0.748, -1.826, 0.000) ... - (0.539, -1.965, 0.000) - (0.760, -1.990, 0.000) - (1.000, -2.000, 0.000) - Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - 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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13 - 2 6 7 3 4 ... 1 2 0 2 3 - 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2 - attr 'position' FLOAT_VECTOR POINT - (28.000, 1.000, -1.000) - (28.000, -1.000, -1.000) - (26.000, -1.000, -1.000) ... - (28.000, -1.000, 1.000) - (26.000, -1.000, 1.000) - (26.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 1 2 3 4 5 5 - attr 'sharp_face' BOOLEAN FACE - 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) - 6 materials - 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark' - Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96 - 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95 - attr 'position' FLOAT_VECTOR POINT - (3.293, -2.707, 0.000) - (3.224, -2.631, 0.000) - (3.165, -2.552, 0.000) ... - (3.526, -2.883, 0.000) - (3.448, -2.835, 0.000) - (3.369, -2.776, 0.000) - Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4 - 0/1 1/2 2/3 0/3 - attr 'position' FLOAT_VECTOR POINT - (2.000, -3.000, 0.000) - (1.000, -2.000, 0.000) - (2.000, -1.000, 0.000) - (3.000, -2.000, 0.000) - Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (22.000, 1.000, -1.000) - (22.000, -1.000, -1.000) - (20.000, -1.000, -1.000) ... - (22.000, -1.000, 1.000) - (20.000, -1.000, 1.000) - (20.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (19.000, 1.000, -1.000) - (19.000, -1.000, -1.000) - (17.000, -1.000, -1.000) ... - (19.000, -1.000, 1.000) - (17.000, -1.000, 0.000) - (17.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (4.000, 1.000, -1.000) - (4.000, -1.000, -1.000) - (2.000, -1.000, -1.000) ... - (4.000, -1.000, 1.000) - (2.000, -1.000, 1.000) - (2.000, 1.000, 1.000) - 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 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'Surface' vtx:256 face:224 loop:896 edge:480 - 1 9 8 0 2 ... 253 255 7 6 254 - 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255 - attr 'position' FLOAT_VECTOR POINT - (7.293, -2.707, -1.000) - (7.293, -2.707, -0.714) - (7.293, -2.707, -0.429) ... - (7.526, -2.883, 0.429) - (7.526, -2.883, 0.714) - (7.526, -2.883, 1.000) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.143) - (0.031, 0.143) - (0.031, 0.000) ... - (1.000, 1.000) - (1.000, 0.857) - (0.969, 0.857) - 1 materials - 'Material' - Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480 - 1 17 16 0 2 ... 237 239 255 254 238 - 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255 - attr 'position' FLOAT_VECTOR POINT - (12.500, -2.500, 0.694) - (12.567, -2.500, 0.720) - (12.633, -2.500, 0.743) ... - (13.367, -1.500, 0.743) - (13.433, -1.500, 0.720) - (13.500, -1.500, 0.694) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.067) - (0.067, 0.067) - (0.067, 0.000) ... - (1.000, 1.000) - (1.000, 0.933) - (0.933, 0.933) - Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248 - 0 32 63 31 1 ... 605 607 639 638 606 - 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639 - attr 'position' FLOAT_VECTOR POINT - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) ... - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (102, -7523) - (45, 32767) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.053, 1.000) - (0.053, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.947, 0.938) - Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048 - 0 32 63 31 1 ... 1021 1023 31 30 1022 - 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015 - attr 'position' FLOAT_VECTOR POINT - (5.345, -2.655, -0.177) - (5.561, -2.819, -0.177) - (5.750, -2.898, -0.177) ... - (5.134, -2.103, -0.221) - (5.158, -2.235, -0.221) - (5.233, -2.412, -0.221) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.031, 1.000) - (0.031, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.969, 0.938) - 1 materials - 'Material' - Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208 - 47 48 51 50 48 ... 104 25 104 103 24 - 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104 - attr 'position' FLOAT_VECTOR POINT - (24.444, 0.503, -0.754) - (24.556, -0.646, -0.582) - (23.556, -0.386, -0.580) ... - (23.509, 0.179, -0.699) - (23.552, 0.389, -0.640) - (23.791, 0.461, -0.767) - 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 'sharp_face' BOOLEAN 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) - 1 materials - 'Material' - Mesh 'Text' vtx:177 face:171 loop:513 edge:345 - 1 57 0 1 56 ... 176 172 173 174 175 - 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175 - attr 'position' FLOAT_VECTOR POINT - (1.750, -9.458, 0.000) - (1.583, -9.621, 0.000) - (1.583, -9.631, 0.000) ... - (0.351, -10.000, 0.000) - (0.351, -9.406, 0.000) - (0.587, -9.406, 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 1 ... 0 1 0 1 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.018, 0.000) - (1.000, 0.000) - (0.000, 0.000) ... - (0.571, 0.000) - (0.714, 0.000) - (0.857, 0.000) - 1 materials - 'Material' - Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (7.000, 1.000, -1.000) - (7.000, -1.000, -1.000) - (5.000, -1.000, -1.000) ... - (7.000, -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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (10.000, 1.000, -1.000) - (10.000, -1.000, -1.000) - (8.000, -1.000, -1.000) ... - (10.000, -1.000, 1.000) - (8.000, -1.000, 1.000) - (8.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'Color' FLOAT_COLOR POINT - (0.000, 0.002, 1.000, 1.000) - (1.000, 1.000, 1.000, 1.000) - (1.000, 0.000, 0.010, 1.000) ... - (0.956, 0.000, 1.000, 1.000) - (0.000, 1.000, 0.991, 1.000) - (0.000, 0.000, 0.000, 1.000) - attr 'position' FLOAT_VECTOR POINT - (13.000, 1.000, -1.000) - (13.000, -1.000, -1.000) - (11.000, -1.000, -1.000) ... - (13.000, -1.000, 1.000) - (11.000, -1.000, 1.000) - (11.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (16.000, 1.000, -1.000) - (16.000, -1.000, -1.000) - (14.000, -1.000, -1.000) ... - (16.000, -1.000, 1.000) - (14.000, -1.000, 1.000) - (14.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' ==== Objects: 18 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BlankCube' MESH data:'BlankCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MaterialCube' MESH data:'MaterialCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' MESH data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ParticleCube' MESH data:'ParticleCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SmoothCube' MESH data:'SmoothCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Surface' MESH data:'Surface' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfPatch' MESH data:'SurfPatch' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfSphere' MESH data:'SurfSphere' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfTorus.001' MESH data:'SurfTorus.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TaperCube' MESH data:'TaperCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Text' MESH data:'Text' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVCube' MESH data:'UVCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVImageCube' MESH data:'UVImageCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VColCube' MESH data:'VColCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VGroupCube' MESH data:'VGroupCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 7 - Mat 'Blue' - base color (0.000, 0.000, 1.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 1.000, 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 'BlueDark' - base color (0.000, 0.000, 0.500) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 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 - Mat 'Green' - base color (0.000, 1.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 1.000, 0.000, 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 'GreenDark' - base color (0.000, 0.500, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.500, 0.000, 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 'Material' - 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 1.000 - 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 'Red' - base color (1.000, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (1.000, 0.000, 0.000, 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 'RedDark' - base color (0.500, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.500, 0.000, 0.000, 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
==== Meshes: 18 - Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12 - attr 'position' FLOAT_VECTOR POINT - (-1.000, -2.000, 0.000) - (-0.875, -1.895, 0.000) - (-0.748, -1.826, 0.000) ... - (0.539, -1.965, 0.000) - (0.760, -1.990, 0.000) - (1.000, -2.000, 0.000) - Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - 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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13 - 2 6 7 3 4 ... 1 2 0 2 3 - 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2 - attr 'position' FLOAT_VECTOR POINT - (28.000, 1.000, -1.000) - (28.000, -1.000, -1.000) - (26.000, -1.000, -1.000) ... - (28.000, -1.000, 1.000) - (26.000, -1.000, 1.000) - (26.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 1 2 3 4 5 5 - attr 'sharp_face' BOOLEAN FACE - 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) - 6 materials - 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark' - Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96 - 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95 - attr 'position' FLOAT_VECTOR POINT - (3.293, -2.707, 0.000) - (3.224, -2.631, 0.000) - (3.165, -2.552, 0.000) ... - (3.526, -2.883, 0.000) - (3.448, -2.835, 0.000) - (3.369, -2.776, 0.000) - Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4 - 0/1 1/2 2/3 0/3 - attr 'position' FLOAT_VECTOR POINT - (2.000, -3.000, 0.000) - (1.000, -2.000, 0.000) - (2.000, -1.000, 0.000) - (3.000, -2.000, 0.000) - Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (22.000, 1.000, -1.000) - (22.000, -1.000, -1.000) - (20.000, -1.000, -1.000) ... - (22.000, -1.000, 1.000) - (20.000, -1.000, 1.000) - (20.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (19.000, 1.000, -1.000) - (19.000, -1.000, -1.000) - (17.000, -1.000, -1.000) ... - (19.000, -1.000, 1.000) - (17.000, -1.000, 0.000) - (17.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (4.000, 1.000, -1.000) - (4.000, -1.000, -1.000) - (2.000, -1.000, -1.000) ... - (4.000, -1.000, 1.000) - (2.000, -1.000, 1.000) - (2.000, 1.000, 1.000) - 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 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'Surface' vtx:256 face:224 loop:896 edge:480 - 1 9 8 0 2 ... 253 255 7 6 254 - 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255 - attr 'position' FLOAT_VECTOR POINT - (7.293, -2.707, -1.000) - (7.293, -2.707, -0.714) - (7.293, -2.707, -0.429) ... - (7.526, -2.883, 0.429) - (7.526, -2.883, 0.714) - (7.526, -2.883, 1.000) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.143) - (0.031, 0.143) - (0.031, 0.000) ... - (1.000, 1.000) - (1.000, 0.857) - (0.969, 0.857) - 1 materials - 'Material' - Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480 - 1 17 16 0 2 ... 237 239 255 254 238 - 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255 - attr 'position' FLOAT_VECTOR POINT - (12.500, -2.500, 0.694) - (12.567, -2.500, 0.720) - (12.633, -2.500, 0.743) ... - (13.367, -1.500, 0.743) - (13.433, -1.500, 0.720) - (13.500, -1.500, 0.694) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.067) - (0.067, 0.067) - (0.067, 0.000) ... - (1.000, 1.000) - (1.000, 0.933) - (0.933, 0.933) - Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248 - 0 32 63 31 1 ... 605 607 639 638 606 - 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639 - attr 'position' FLOAT_VECTOR POINT - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) ... - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (102, -7523) - (45, 32767) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.053, 1.000) - (0.053, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.947, 0.938) - Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048 - 0 32 63 31 1 ... 1021 1023 31 30 1022 - 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015 - attr 'position' FLOAT_VECTOR POINT - (5.345, -2.655, -0.177) - (5.561, -2.819, -0.177) - (5.750, -2.898, -0.177) ... - (5.134, -2.103, -0.221) - (5.158, -2.235, -0.221) - (5.233, -2.412, -0.221) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.031, 1.000) - (0.031, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.969, 0.938) - 1 materials - 'Material' - Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208 - 47 48 51 50 48 ... 104 25 104 103 24 - 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104 - attr 'position' FLOAT_VECTOR POINT - (24.444, 0.503, -0.754) - (24.556, -0.646, -0.582) - (23.556, -0.386, -0.580) ... - (23.509, 0.179, -0.699) - (23.552, 0.389, -0.640) - (23.791, 0.461, -0.767) - 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 'sharp_face' BOOLEAN 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) - 1 materials - 'Material' - Mesh 'Text' vtx:177 face:171 loop:513 edge:345 - 1 57 0 1 56 ... 176 172 173 174 175 - 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175 - attr 'position' FLOAT_VECTOR POINT - (1.750, -9.458, 0.000) - (1.583, -9.621, 0.000) - (1.583, -9.631, 0.000) ... - (0.351, -10.000, 0.000) - (0.351, -9.406, 0.000) - (0.587, -9.406, 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 1 ... 0 1 0 1 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.018, 0.000) - (1.000, 0.000) - (0.000, 0.000) ... - (0.571, 0.000) - (0.714, 0.000) - (0.857, 0.000) - 1 materials - 'Material' - Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (7.000, 1.000, -1.000) - (7.000, -1.000, -1.000) - (5.000, -1.000, -1.000) ... - (7.000, -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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (10.000, 1.000, -1.000) - (10.000, -1.000, -1.000) - (8.000, -1.000, -1.000) ... - (10.000, -1.000, 1.000) - (8.000, -1.000, 1.000) - (8.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'Color' FLOAT_COLOR POINT - (0.000, 0.002, 1.000, 1.000) - (1.000, 1.000, 1.000, 1.000) - (1.000, 0.000, 0.010, 1.000) ... - (0.956, 0.000, 1.000, 1.000) - (0.000, 1.000, 0.991, 1.000) - (0.000, 0.000, 0.000, 1.000) - attr 'position' FLOAT_VECTOR POINT - (13.000, 1.000, -1.000) - (13.000, -1.000, -1.000) - (11.000, -1.000, -1.000) ... - (13.000, -1.000, 1.000) - (11.000, -1.000, 1.000) - (11.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (16.000, 1.000, -1.000) - (16.000, -1.000, -1.000) - (14.000, -1.000, -1.000) ... - (16.000, -1.000, 1.000) - (14.000, -1.000, 1.000) - (14.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' ==== Objects: 18 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BlankCube' MESH data:'BlankCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MaterialCube' MESH data:'MaterialCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' MESH data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ParticleCube' MESH data:'ParticleCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SmoothCube' MESH data:'SmoothCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Surface' MESH data:'Surface' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfPatch' MESH data:'SurfPatch' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfSphere' MESH data:'SurfSphere' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfTorus.001' MESH data:'SurfTorus.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TaperCube' MESH data:'TaperCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Text' MESH data:'Text' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVCube' MESH data:'UVCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVImageCube' MESH data:'UVImageCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VColCube' MESH data:'VColCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VGroupCube' MESH data:'VGroupCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 7 - Mat 'Blue' - base color (0.000, 0.000, 1.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 1.000, 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 'BlueDark' - base color (0.000, 0.000, 0.500) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 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 - Mat 'Green' - base color (0.000, 1.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 1.000, 0.000, 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 'GreenDark' - base color (0.000, 0.500, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.500, 0.000, 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 'Material' - 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 1.000 - 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 'Red' - base color (1.000, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (1.000, 0.000, 0.000, 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 'RedDark' - base color (0.500, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.500, 0.000, 0.000, 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
 
all_objects_mat_groups
==== Meshes: 18 - Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12 - attr 'position' FLOAT_VECTOR POINT - (-1.000, -2.000, 0.000) - (-0.875, -1.895, 0.000) - (-0.748, -1.826, 0.000) ... - (0.539, -1.965, 0.000) - (0.760, -1.990, 0.000) - (1.000, -2.000, 0.000) - Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - 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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13 - 2 6 7 3 4 ... 1 2 0 2 3 - 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2 - attr 'position' FLOAT_VECTOR POINT - (28.000, 1.000, -1.000) - (28.000, -1.000, -1.000) - (26.000, -1.000, -1.000) ... - (28.000, -1.000, 1.000) - (26.000, -1.000, 1.000) - (26.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 1 2 3 4 5 5 - attr 'sharp_face' BOOLEAN FACE - 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) - 6 materials - 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark' - Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96 - 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95 - attr 'position' FLOAT_VECTOR POINT - (3.293, -2.707, 0.000) - (3.224, -2.631, 0.000) - (3.165, -2.552, 0.000) ... - (3.526, -2.883, 0.000) - (3.448, -2.835, 0.000) - (3.369, -2.776, 0.000) - Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4 - 0/1 1/2 2/3 0/3 - attr 'position' FLOAT_VECTOR POINT - (2.000, -3.000, 0.000) - (1.000, -2.000, 0.000) - (2.000, -1.000, 0.000) - (3.000, -2.000, 0.000) - Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (22.000, 1.000, -1.000) - (22.000, -1.000, -1.000) - (20.000, -1.000, -1.000) ... - (22.000, -1.000, 1.000) - (20.000, -1.000, 1.000) - (20.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (19.000, 1.000, -1.000) - (19.000, -1.000, -1.000) - (17.000, -1.000, -1.000) ... - (19.000, -1.000, 1.000) - (17.000, -1.000, 0.000) - (17.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (4.000, 1.000, -1.000) - (4.000, -1.000, -1.000) - (2.000, -1.000, -1.000) ... - (4.000, -1.000, 1.000) - (2.000, -1.000, 1.000) - (2.000, 1.000, 1.000) - 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 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'Surface' vtx:256 face:224 loop:896 edge:480 - 1 9 8 0 2 ... 253 255 7 6 254 - 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255 - attr 'position' FLOAT_VECTOR POINT - (7.293, -2.707, -1.000) - (7.293, -2.707, -0.714) - (7.293, -2.707, -0.429) ... - (7.526, -2.883, 0.429) - (7.526, -2.883, 0.714) - (7.526, -2.883, 1.000) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.143) - (0.031, 0.143) - (0.031, 0.000) ... - (1.000, 1.000) - (1.000, 0.857) - (0.969, 0.857) - 1 materials - 'Material' - Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480 - 1 17 16 0 2 ... 237 239 255 254 238 - 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255 - attr 'position' FLOAT_VECTOR POINT - (12.500, -2.500, 0.694) - (12.567, -2.500, 0.720) - (12.633, -2.500, 0.743) ... - (13.367, -1.500, 0.743) - (13.433, -1.500, 0.720) - (13.500, -1.500, 0.694) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.067) - (0.067, 0.067) - (0.067, 0.000) ... - (1.000, 1.000) - (1.000, 0.933) - (0.933, 0.933) - Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248 - 0 32 63 31 1 ... 605 607 639 638 606 - 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639 - attr 'position' FLOAT_VECTOR POINT - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) ... - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (102, -7523) - (45, 32767) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.053, 1.000) - (0.053, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.947, 0.938) - Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048 - 0 32 63 31 1 ... 1021 1023 31 30 1022 - 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015 - attr 'position' FLOAT_VECTOR POINT - (5.345, -2.655, -0.177) - (5.561, -2.819, -0.177) - (5.750, -2.898, -0.177) ... - (5.134, -2.103, -0.221) - (5.158, -2.235, -0.221) - (5.233, -2.412, -0.221) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.031, 1.000) - (0.031, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.969, 0.938) - 1 materials - 'Material' - Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208 - 47 48 51 50 48 ... 104 25 104 103 24 - 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104 - attr 'position' FLOAT_VECTOR POINT - (24.444, 0.503, -0.754) - (24.556, -0.646, -0.582) - (23.556, -0.386, -0.580) ... - (23.509, 0.179, -0.699) - (23.552, 0.389, -0.640) - (23.791, 0.461, -0.767) - 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 'sharp_face' BOOLEAN 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) - 1 materials - 'Material' - Mesh 'Text' vtx:177 face:171 loop:513 edge:345 - 1 57 0 1 56 ... 176 172 173 174 175 - 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175 - attr 'position' FLOAT_VECTOR POINT - (1.750, -9.458, 0.000) - (1.583, -9.621, 0.000) - (1.583, -9.631, 0.000) ... - (0.351, -10.000, 0.000) - (0.351, -9.406, 0.000) - (0.587, -9.406, 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 1 ... 0 1 0 1 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.018, 0.000) - (1.000, 0.000) - (0.000, 0.000) ... - (0.571, 0.000) - (0.714, 0.000) - (0.857, 0.000) - 1 materials - 'Material' - Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (7.000, 1.000, -1.000) - (7.000, -1.000, -1.000) - (5.000, -1.000, -1.000) ... - (7.000, -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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (10.000, 1.000, -1.000) - (10.000, -1.000, -1.000) - (8.000, -1.000, -1.000) ... - (10.000, -1.000, 1.000) - (8.000, -1.000, 1.000) - (8.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (13.000, 1.000, -1.000) - (13.000, -1.000, -1.000) - (11.000, -1.000, -1.000) ... - (13.000, -1.000, 1.000) - (11.000, -1.000, 1.000) - (11.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (16.000, 1.000, -1.000) - (16.000, -1.000, -1.000) - (14.000, -1.000, -1.000) ... - (16.000, -1.000, 1.000) - (14.000, -1.000, 1.000) - (14.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' ==== Objects: 18 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BlankCube' MESH data:'BlankCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MaterialCube' MESH data:'MaterialCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' MESH data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ParticleCube' MESH data:'ParticleCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SmoothCube' MESH data:'SmoothCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Surface' MESH data:'Surface' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfPatch' MESH data:'SurfPatch' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfSphere' MESH data:'SurfSphere' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfTorus.001' MESH data:'SurfTorus.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TaperCube' MESH data:'TaperCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Text' MESH data:'Text' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVCube' MESH data:'UVCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVImageCube' MESH data:'UVImageCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VColCube' MESH data:'VColCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VGroupCube' MESH data:'VGroupCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 7 - Mat 'Blue' - base color (0.000, 0.000, 1.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 1.000, 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 'BlueDark' - base color (0.000, 0.000, 0.500) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 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 - Mat 'Green' - base color (0.000, 1.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 1.000, 0.000, 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 'GreenDark' - base color (0.000, 0.500, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.500, 0.000, 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 'Material' - 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 1.000 - 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 'Red' - base color (1.000, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (1.000, 0.000, 0.000, 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 'RedDark' - base color (0.500, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.500, 0.000, 0.000, 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
==== Meshes: 18 - Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12 - 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12 - attr 'position' FLOAT_VECTOR POINT - (-1.000, -2.000, 0.000) - (-0.875, -1.895, 0.000) - (-0.748, -1.826, 0.000) ... - (0.539, -1.965, 0.000) - (0.760, -1.990, 0.000) - (1.000, -2.000, 0.000) - Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - 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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13 - 2 6 7 3 4 ... 1 2 0 2 3 - 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2 - attr 'position' FLOAT_VECTOR POINT - (28.000, 1.000, -1.000) - (28.000, -1.000, -1.000) - (26.000, -1.000, -1.000) ... - (28.000, -1.000, 1.000) - (26.000, -1.000, 1.000) - (26.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 1 2 3 4 5 5 - attr 'sharp_face' BOOLEAN FACE - 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) - 6 materials - 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark' - Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96 - 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95 - attr 'position' FLOAT_VECTOR POINT - (3.293, -2.707, 0.000) - (3.224, -2.631, 0.000) - (3.165, -2.552, 0.000) ... - (3.526, -2.883, 0.000) - (3.448, -2.835, 0.000) - (3.369, -2.776, 0.000) - Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4 - 0/1 1/2 2/3 0/3 - attr 'position' FLOAT_VECTOR POINT - (2.000, -3.000, 0.000) - (1.000, -2.000, 0.000) - (2.000, -1.000, 0.000) - (3.000, -2.000, 0.000) - Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (22.000, 1.000, -1.000) - (22.000, -1.000, -1.000) - (20.000, -1.000, -1.000) ... - (22.000, -1.000, 1.000) - (20.000, -1.000, 1.000) - (20.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (19.000, 1.000, -1.000) - (19.000, -1.000, -1.000) - (17.000, -1.000, -1.000) ... - (19.000, -1.000, 1.000) - (17.000, -1.000, 0.000) - (17.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (4.000, 1.000, -1.000) - (4.000, -1.000, -1.000) - (2.000, -1.000, -1.000) ... - (4.000, -1.000, 1.000) - (2.000, -1.000, 1.000) - (2.000, 1.000, 1.000) - 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 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'Surface' vtx:256 face:224 loop:896 edge:480 - 1 9 8 0 2 ... 253 255 7 6 254 - 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255 - attr 'position' FLOAT_VECTOR POINT - (7.293, -2.707, -1.000) - (7.293, -2.707, -0.714) - (7.293, -2.707, -0.429) ... - (7.526, -2.883, 0.429) - (7.526, -2.883, 0.714) - (7.526, -2.883, 1.000) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.143) - (0.031, 0.143) - (0.031, 0.000) ... - (1.000, 1.000) - (1.000, 0.857) - (0.969, 0.857) - 1 materials - 'Material' - Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480 - 1 17 16 0 2 ... 237 239 255 254 238 - 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255 - attr 'position' FLOAT_VECTOR POINT - (12.500, -2.500, 0.694) - (12.567, -2.500, 0.720) - (12.633, -2.500, 0.743) ... - (13.367, -1.500, 0.743) - (13.433, -1.500, 0.720) - (13.500, -1.500, 0.694) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.067) - (0.067, 0.067) - (0.067, 0.000) ... - (1.000, 1.000) - (1.000, 0.933) - (0.933, 0.933) - Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248 - 0 32 63 31 1 ... 605 607 639 638 606 - 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639 - attr 'position' FLOAT_VECTOR POINT - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) - (11.000, -2.000, -1.000) ... - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - (11.000, -2.000, 1.000) - 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (102, -7523) - (45, 32767) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.053, 1.000) - (0.053, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.947, 0.938) - Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048 - 0 32 63 31 1 ... 1021 1023 31 30 1022 - 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015 - attr 'position' FLOAT_VECTOR POINT - (5.345, -2.655, -0.177) - (5.561, -2.819, -0.177) - (5.750, -2.898, -0.177) ... - (5.134, -2.103, -0.221) - (5.158, -2.235, -0.221) - (5.233, -2.412, -0.221) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 1.000) - (0.031, 1.000) - (0.031, 0.969) ... - (1.000, 0.969) - (1.000, 0.938) - (0.969, 0.938) - 1 materials - 'Material' - Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208 - 47 48 51 50 48 ... 104 25 104 103 24 - 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104 - attr 'position' FLOAT_VECTOR POINT - (24.444, 0.503, -0.754) - (24.556, -0.646, -0.582) - (23.556, -0.386, -0.580) ... - (23.509, 0.179, -0.699) - (23.552, 0.389, -0.640) - (23.791, 0.461, -0.767) - 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 'sharp_face' BOOLEAN 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) - 1 materials - 'Material' - Mesh 'Text' vtx:177 face:171 loop:513 edge:345 - 1 57 0 1 56 ... 176 172 173 174 175 - 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175 - attr 'position' FLOAT_VECTOR POINT - (1.750, -9.458, 0.000) - (1.583, -9.621, 0.000) - (1.583, -9.631, 0.000) ... - (0.351, -10.000, 0.000) - (0.351, -9.406, 0.000) - (0.587, -9.406, 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 1 ... 0 1 0 1 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.018, 0.000) - (1.000, 0.000) - (0.000, 0.000) ... - (0.571, 0.000) - (0.714, 0.000) - (0.857, 0.000) - 1 materials - 'Material' - Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (7.000, 1.000, -1.000) - (7.000, -1.000, -1.000) - (5.000, -1.000, -1.000) ... - (7.000, -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 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (10.000, 1.000, -1.000) - (10.000, -1.000, -1.000) - (8.000, -1.000, -1.000) ... - (10.000, -1.000, 1.000) - (8.000, -1.000, 1.000) - (8.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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 'UVMap' FLOAT2 CORNER - (0.655, 0.580) - (0.089, 0.796) - (0.000, 0.216) ... - (1.000, 0.784) - (0.345, 0.420) - (0.435, 1.000) - 1 materials - 'Material' - Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (13.000, 1.000, -1.000) - (13.000, -1.000, -1.000) - (11.000, -1.000, -1.000) ... - (13.000, -1.000, 1.000) - (11.000, -1.000, 1.000) - (11.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' - Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13 - 4 7 6 5 0 ... 1 2 0 2 3 - 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2 - attr 'position' FLOAT_VECTOR POINT - (16.000, 1.000, -1.000) - (16.000, -1.000, -1.000) - (14.000, -1.000, -1.000) ... - (16.000, -1.000, 1.000) - (14.000, -1.000, 1.000) - (14.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 1 1 1 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 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) - 1 materials - 'Material' ==== Objects: 18 - Obj 'BezierCurve' MESH data:'BezierCurve' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BlankCube' MESH data:'BlankCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'MaterialCube' MESH data:'MaterialCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle' MESH data:'NurbsCircle' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ParticleCube' MESH data:'ParticleCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SmoothCube' MESH data:'SmoothCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Surface' MESH data:'Surface' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfPatch' MESH data:'SurfPatch' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfSphere' MESH data:'SurfSphere' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SurfTorus.001' MESH data:'SurfTorus.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TaperCube' MESH data:'TaperCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Text' MESH data:'Text' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVCube' MESH data:'UVCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'UVImageCube' MESH data:'UVImageCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VColCube' MESH data:'VColCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'VGroupCube' MESH data:'VGroupCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 7 - Mat 'Blue' - base color (0.000, 0.000, 1.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 1.000, 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 'BlueDark' - base color (0.000, 0.000, 0.500) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.000, 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 - Mat 'Green' - base color (0.000, 1.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 1.000, 0.000, 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 'GreenDark' - base color (0.000, 0.500, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.000, 0.500, 0.000, 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 'Material' - 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 1.000 - 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 'Red' - base color (1.000, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (1.000, 0.000, 0.000, 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 'RedDark' - base color (0.500, 0.000, 0.000) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.500 - metallic 0.000 - ior 1.000 - viewport diffuse (0.500, 0.000, 0.000, 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
 
all_quads
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:6 loop:24 edge:12 - 4 0 3 7 6 ... 4 3 0 1 2 - 4/7 0/4 0/3 3/7 2/6 ... 1/2 1/5 5/6 0/1 4/5 - attr 'position' FLOAT_VECTOR POINT - (2.000, -2.000, -2.000) - (2.000, -2.000, 2.000) - (-2.000, -2.000, 2.000) ... - (2.000, 2.000, 2.000) - (-2.000, 2.000, 2.000) - (-2.000, 2.000, -2.000) - 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 - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ... - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:6 loop:24 edge:12 - 4 0 3 7 6 ... 4 3 0 1 2 - 4/7 0/4 0/3 3/7 2/6 ... 1/2 1/5 5/6 0/1 4/5 - attr 'position' FLOAT_VECTOR POINT - (2.000, -2.000, -2.000) - (2.000, -2.000, 2.000) - (-2.000, -2.000, 2.000) ... - (2.000, 2.000, 2.000) - (-2.000, 2.000, 2.000) - (-2.000, 2.000, -2.000) - 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 - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ... - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
all_tris
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:12 loop:36 edge:18 - 4 0 7 0 3 ... 1 2 0 2 3 - 4/7 0/4 0/7 0/3 3/7 ... 0/1 1/4 4/5 4/6 0/2 - 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 0 1 1 ... 1 0 1 0 0 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.000) - (1.000, 0.000) - (0.000, 1.000) ... - (0.000, 0.000) - (1.000, 1.000) - (0.000, 1.000) - 1 materials - 'Material' ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 1 - Mat 'Material' - base color (0.800, 0.800, 0.800) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - 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 1.000 - backface False probe True shadow False
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:12 loop:36 edge:18 - 4 0 7 0 3 ... 1 2 0 2 3 - 4/7 0/4 0/7 0/3 3/7 ... 0/1 1/4 4/5 4/6 0/2 - 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 0 1 1 ... 1 0 1 0 0 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.000) - (1.000, 0.000) - (0.000, 1.000) ... - (0.000, 0.000) - (1.000, 1.000) - (0.000, 1.000) - 1 materials - 'Material' ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 1 - Mat 'Material' - base color (0.800, 0.800, 0.800) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - 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 1.000 - backface False probe True shadow False
 
cube
==== Meshes: 1 - Mesh 'cube' vtx:8 face:6 loop:24 edge:12 - 3 2 1 0 0 ... 0 4 5 6 7 - 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7 - 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 - 0 0 0 0 0 ... 0 0 0 0 0 - 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 - (-25129, 8192) - (-25129, 8192) - (-25129, 8192) ... - (-25129, 8192) - (-25129, 8192) - (-25129, 8192) - 1 materials - 'red' ==== Objects: 1 - Obj 'cube' MESH data:'cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 1 - Mat 'red' - base color (1.000, 0.000, 0.000) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - metallic 0.000 - ior 1.500 - viewport diffuse (1.000, 0.000, 0.000, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 1.000 - backface False probe True shadow False
==== Meshes: 1 - Mesh 'cube' vtx:8 face:6 loop:24 edge:12 - 3 2 1 0 0 ... 0 4 5 6 7 - 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7 - 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 - 0 0 0 0 0 ... 0 0 0 0 0 - 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 - (-25129, 8192) - (-25129, 8192) - (-25129, 8192) ... - (-25129, 8192) - (-25129, 8192) - (-25129, 8192) - 1 materials - 'red' ==== Objects: 1 - Obj 'cube' MESH data:'cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 1 - Mat 'red' - base color (1.000, 0.000, 0.000) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - metallic 0.000 - ior 1.500 - viewport diffuse (1.000, 0.000, 0.000, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 1.000 - backface False probe True shadow False
 
cube_all_data_triangulated
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:12 loop:36 edge:18 - 1 3 0 7 5 ... 6 7 0 3 7 - 0/1 1/3 0/3 4/7 5/7 ... 3/7 0/7 6/7 5/6 2/6 - 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 0 1 1 0 ... 1 0 1 1 1 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (1.000, 0.293) - (0.000, 0.293) - (0.500, 0.586) ... - (0.500, 0.586) - (0.000, 0.293) - (0.000, 0.707) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:12 loop:36 edge:18 - 1 3 0 7 5 ... 6 7 0 3 7 - 0/1 1/3 0/3 4/7 5/7 ... 3/7 0/7 6/7 5/6 2/6 - 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 0 1 1 0 ... 1 0 1 1 1 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (1.000, 0.293) - (0.000, 0.293) - (0.500, 0.586) ... - (0.500, 0.586) - (0.000, 0.293) - (0.000, 0.707) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
cube_loose_edges_verts
==== Meshes: 1 - Mesh 'Cube' vtx:7 face:2 loop:8 edge:9 - 4 1 2 6 4 3 0 1 - 5/6 3/5 4/6 1/4 1/2 2/6 3/4 0/3 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 - 0 0 0 1 0 0 0 0 0 - attr 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 0 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.125, 0.500) - (0.375, 0.500) - (0.375, 0.750) ... - (0.625, 0.250) - (0.625, 0.500) - (0.375, 0.500) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Cube' vtx:7 face:2 loop:8 edge:9 - 4 1 2 6 4 3 0 1 - 5/6 3/5 4/6 1/4 1/2 2/6 3/4 0/3 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 - 0 0 0 1 0 0 0 0 0 - attr 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 0 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) ... - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.125, 0.500) - (0.375, 0.500) - (0.375, 0.750) ... - (0.625, 0.250) - (0.625, 0.500) - (0.375, 0.500) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
cube_normal_edit
==== Meshes: 1 - Mesh 'Cube' 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 - (9963, -16382) - (9963, -16382) - (9963, -16382) ... - (9963, -16382) - (9963, -16382) - (9963, -16382) - 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) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Cube' 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 - (9963, -16382) - (9963, -16382) - (9963, -16382) ... - (9963, -16382) - (9963, -16382) - (9963, -16382) - 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) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
cube_o_after_verts
==== Meshes: 2 - Mesh 'ActualCube' vtx:8 face:6 loop:24 edge:12 - 3 2 1 0 0 ... 0 4 5 6 7 - 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7 - 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 - 0 0 0 0 0 ... 0 0 0 0 0 - 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) - 1 materials - 'red' - Mesh 'SparseTri' vtx:3 face:1 loop:3 edge:3 - 2 0 1 - 1/2 0/2 0/1 - attr 'position' FLOAT_VECTOR POINT - (1.000, -1.000, 1.000) - (-1.000, -1.000, -1.000) - (-2.000, -2.000, 2.000) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) - 1 materials - 'blue' ==== Objects: 2 - Obj 'ActualCube' MESH data:'ActualCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SparseTri' MESH data:'SparseTri' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 2 - Mat 'blue' - base color (0.800, 0.800, 0.800) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - 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 1.000 - backface False probe True shadow False - Mat 'red' - base color (1.000, 0.000, 0.000) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - metallic 0.000 - ior 1.500 - viewport diffuse (1.000, 0.000, 0.000, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 1.000 - backface False probe True shadow False
==== Meshes: 2 - Mesh 'ActualCube' vtx:8 face:6 loop:24 edge:12 - 3 2 1 0 0 ... 0 4 5 6 7 - 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7 - 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 - 0 0 0 0 0 ... 0 0 0 0 0 - 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) - 1 materials - 'red' - Mesh 'SparseTri' vtx:3 face:1 loop:3 edge:3 - 2 0 1 - 1/2 0/2 0/1 - attr 'position' FLOAT_VECTOR POINT - (1.000, -1.000, 1.000) - (-1.000, -1.000, -1.000) - (-2.000, -2.000, 2.000) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) - 1 materials - 'blue' ==== Objects: 2 - Obj 'ActualCube' MESH data:'ActualCube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SparseTri' MESH data:'SparseTri' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 2 - Mat 'blue' - base color (0.800, 0.800, 0.800) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - 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 1.000 - backface False probe True shadow False - Mat 'red' - base color (1.000, 0.000, 0.000) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - metallic 0.000 - ior 1.500 - viewport diffuse (1.000, 0.000, 0.000, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 1.000 - backface False probe True shadow False
 
cube_vertex_groups
==== Meshes: 1 - Mesh 'CubeVGroups' 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 ==== Objects: 1 - Obj 'CubeVGroups' MESH data:'CubeVGroups' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'CubeVGroups' 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 ==== Objects: 1 - Obj 'CubeVGroups' MESH data:'CubeVGroups' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
cubes_positioned
==== Meshes: 3 - Mesh 'CubeNonOrigin' 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 - (8.000, 2.000, -4.000) - (8.000, -2.000, -4.000) - (8.000, 2.000, 0.000) ... - (4.000, -2.000, -4.000) - (4.000, 2.000, 0.000) - (4.000, -2.000, 0.000) - 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) - Mesh 'CubeNonOriginRotated' 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 - (13.091, 1.121, -1.091) - (10.993, -2.225, -0.457) - (15.457, 0.225, 2.007) ... - (8.543, -0.225, 1.993) - (13.007, 2.225, 4.457) - (10.909, -1.121, 5.091) - 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) - Mesh 'CubeOrigin' 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 - (2.000, 2.000, -2.000) - (2.000, -2.000, -2.000) - (2.000, 2.000, 2.000) ... - (-2.000, -2.000, -2.000) - (-2.000, 2.000, 2.000) - (-2.000, -2.000, 2.000) - 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) ==== Objects: 3 - Obj 'CubeNonOrigin' MESH data:'CubeNonOrigin' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeNonOriginRotated' MESH data:'CubeNonOriginRotated' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeOrigin' MESH data:'CubeOrigin' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 3 - Mesh 'CubeNonOrigin' 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 - (8.000, 2.000, -4.000) - (8.000, -2.000, -4.000) - (8.000, 2.000, 0.000) ... - (4.000, -2.000, -4.000) - (4.000, 2.000, 0.000) - (4.000, -2.000, 0.000) - 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) - Mesh 'CubeNonOriginRotated' 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 - (13.091, 1.121, -1.091) - (10.993, -2.225, -0.457) - (15.457, 0.225, 2.007) ... - (8.543, -0.225, 1.993) - (13.007, 2.225, 4.457) - (10.909, -1.121, 5.091) - 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) - Mesh 'CubeOrigin' 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 - (2.000, 2.000, -2.000) - (2.000, -2.000, -2.000) - (2.000, 2.000, 2.000) ... - (-2.000, -2.000, -2.000) - (-2.000, 2.000, 2.000) - (-2.000, -2.000, 2.000) - 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) ==== Objects: 3 - Obj 'CubeNonOrigin' MESH data:'CubeNonOrigin' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeNonOriginRotated' MESH data:'CubeNonOriginRotated' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeOrigin' MESH data:'CubeOrigin' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
cubes_vertex_colors
==== Meshes: 6 - Mesh 'CubeCornerByte' 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 'Color' FLOAT_COLOR POINT - (0.896, 0.037, 0.479, 1.000) - (0.076, 0.930, 0.973, 1.000) - (0.402, 0.402, 0.515, 1.000) ... - (0.005, 0.087, 0.091, 1.000) - (0.159, 0.323, 0.509, 1.000) - (0.515, 0.205, 0.305, 1.000) - attr 'position' FLOAT_VECTOR POINT - (1.000, 1.000, -3.812) - (1.000, -1.000, -3.812) - (1.007, 1.007, -1.805) ... - (-1.000, -1.000, -3.812) - (-1.000, 1.000, -1.812) - (-1.000, -1.000, -1.812) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeCornerFloat' 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 'Color' FLOAT_COLOR POINT - (1.565, 0.039, 0.664, 1.000) - (0.076, 0.930, 0.973, 1.000) - (0.667, 0.667, 0.682, 1.000) ... - (0.010, 0.319, 0.333, 1.000) - (0.316, 0.519, 33.636, 1.000) - (0.677, 0.345, 0.408, 1.000) - attr 'position' FLOAT_VECTOR POINT - (3.482, 1.000, -3.812) - (3.482, -1.000, -3.812) - (3.489, 1.007, -1.805) ... - (1.482, -1.000, -3.812) - (1.482, 1.000, -1.812) - (1.482, -1.000, -1.812) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeMultiColorAttribs' vtx:8 face:6 loop:24 edge:12 - 0 1 3 2 2 ... 0 7 3 1 5 - 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5 - attr 'Color' FLOAT_COLOR POINT - (0.271, 0.479, 0.262, 1.000) - (0.205, 0.440, 0.223, 1.000) - (0.271, 0.479, 0.262, 1.000) ... - (0.070, 0.445, 0.076, 1.000) - (0.271, 0.479, 0.262, 1.000) - (0.271, 0.479, 0.262, 1.000) - attr 'position' FLOAT_VECTOR POINT - (-4.725, -1.000, 1.000) - (-4.725, 1.000, 1.000) - (-4.725, -1.000, -1.000) ... - (-2.725, 1.000, 1.000) - (-2.725, -1.000, -1.000) - (-2.725, 1.000, -1.000) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeNoColors' vtx:8 face:6 loop:24 edge:12 - 0 1 3 2 2 ... 0 7 3 1 5 - 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5 - attr 'position' FLOAT_VECTOR POINT - (-4.550, -1.000, -1.918) - (-4.550, 1.000, -1.918) - (-4.550, -1.000, -3.918) ... - (-2.550, 1.000, -1.918) - (-2.550, -1.000, -3.918) - (-2.550, 1.000, -3.918) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeVertexByte' 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 'Color' FLOAT_COLOR POINT - (0.847, 0.027, 0.982, 1.000) - (0.076, 0.930, 0.973, 1.000) - (1.000, 1.000, 1.000, 1.000) ... - (0.000, 0.000, 0.000, 1.000) - (0.815, 0.651, 0.076, 1.000) - (0.991, 0.053, 0.125, 1.000) - attr 'position' FLOAT_VECTOR POINT - (1.000, 1.000, -1.000) - (1.000, -1.000, -1.000) - (1.007, 1.007, 1.007) ... - (-1.000, -1.000, -1.000) - (-1.000, 1.000, 1.000) - (-1.000, -1.000, 1.000) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeVertexFloat' 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 'Color' FLOAT_COLOR POINT - (49.995, 0.027, 0.982, 1.000) - (0.076, 0.930, 0.973, 1.000) - (1.000, 2.000, 3.001, 1.000) ... - (0.000, 0.000, 0.000, 1.000) - (0.815, 0.651, 0.076, 1.000) - (0.991, 0.053, 0.125, 1.000) - attr 'position' FLOAT_VECTOR POINT - (3.392, 1.000, -1.000) - (3.392, -1.000, -1.000) - (3.399, 1.007, 1.007) ... - (1.392, -1.000, -1.000) - (1.392, 1.000, 1.000) - (1.392, -1.000, 1.000) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 ==== Objects: 6 - Obj 'CubeCornerByte' MESH data:'CubeCornerByte' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeCornerFloat' MESH data:'CubeCornerFloat' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeMultiColorAttribs' MESH data:'CubeMultiColorAttribs' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeNoColors' MESH data:'CubeNoColors' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeVertexByte' MESH data:'CubeVertexByte' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeVertexFloat' MESH data:'CubeVertexFloat' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 6 - Mesh 'CubeCornerByte' 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 'Color' FLOAT_COLOR POINT - (0.896, 0.037, 0.479, 1.000) - (0.076, 0.930, 0.973, 1.000) - (0.402, 0.402, 0.515, 1.000) ... - (0.005, 0.087, 0.091, 1.000) - (0.159, 0.323, 0.509, 1.000) - (0.515, 0.205, 0.305, 1.000) - attr 'position' FLOAT_VECTOR POINT - (1.000, 1.000, -3.812) - (1.000, -1.000, -3.812) - (1.007, 1.007, -1.805) ... - (-1.000, -1.000, -3.812) - (-1.000, 1.000, -1.812) - (-1.000, -1.000, -1.812) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeCornerFloat' 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 'Color' FLOAT_COLOR POINT - (1.565, 0.039, 0.664, 1.000) - (0.076, 0.930, 0.973, 1.000) - (0.667, 0.667, 0.682, 1.000) ... - (0.010, 0.319, 0.333, 1.000) - (0.316, 0.519, 33.636, 1.000) - (0.677, 0.345, 0.408, 1.000) - attr 'position' FLOAT_VECTOR POINT - (3.482, 1.000, -3.812) - (3.482, -1.000, -3.812) - (3.489, 1.007, -1.805) ... - (1.482, -1.000, -3.812) - (1.482, 1.000, -1.812) - (1.482, -1.000, -1.812) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeMultiColorAttribs' vtx:8 face:6 loop:24 edge:12 - 0 1 3 2 2 ... 0 7 3 1 5 - 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5 - attr 'Color' FLOAT_COLOR POINT - (0.271, 0.479, 0.262, 1.000) - (0.205, 0.440, 0.223, 1.000) - (0.271, 0.479, 0.262, 1.000) ... - (0.070, 0.445, 0.076, 1.000) - (0.271, 0.479, 0.262, 1.000) - (0.271, 0.479, 0.262, 1.000) - attr 'position' FLOAT_VECTOR POINT - (-4.725, -1.000, 1.000) - (-4.725, 1.000, 1.000) - (-4.725, -1.000, -1.000) ... - (-2.725, 1.000, 1.000) - (-2.725, -1.000, -1.000) - (-2.725, 1.000, -1.000) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeNoColors' vtx:8 face:6 loop:24 edge:12 - 0 1 3 2 2 ... 0 7 3 1 5 - 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5 - attr 'position' FLOAT_VECTOR POINT - (-4.550, -1.000, -1.918) - (-4.550, 1.000, -1.918) - (-4.550, -1.000, -3.918) ... - (-2.550, 1.000, -1.918) - (-2.550, -1.000, -3.918) - (-2.550, 1.000, -3.918) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeVertexByte' 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 'Color' FLOAT_COLOR POINT - (0.847, 0.027, 0.982, 1.000) - (0.076, 0.930, 0.973, 1.000) - (1.000, 1.000, 1.000, 1.000) ... - (0.000, 0.000, 0.000, 1.000) - (0.815, 0.651, 0.076, 1.000) - (0.991, 0.053, 0.125, 1.000) - attr 'position' FLOAT_VECTOR POINT - (1.000, 1.000, -1.000) - (1.000, -1.000, -1.000) - (1.007, 1.007, 1.007) ... - (-1.000, -1.000, -1.000) - (-1.000, 1.000, 1.000) - (-1.000, -1.000, 1.000) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeVertexFloat' 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 'Color' FLOAT_COLOR POINT - (49.995, 0.027, 0.982, 1.000) - (0.076, 0.930, 0.973, 1.000) - (1.000, 2.000, 3.001, 1.000) ... - (0.000, 0.000, 0.000, 1.000) - (0.815, 0.651, 0.076, 1.000) - (0.991, 0.053, 0.125, 1.000) - attr 'position' FLOAT_VECTOR POINT - (3.392, 1.000, -1.000) - (3.392, -1.000, -1.000) - (3.399, 1.007, 1.007) ... - (1.392, -1.000, -1.000) - (1.392, 1.000, 1.000) - (1.392, -1.000, 1.000) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 ==== Objects: 6 - Obj 'CubeCornerByte' MESH data:'CubeCornerByte' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeCornerFloat' MESH data:'CubeCornerFloat' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeMultiColorAttribs' MESH data:'CubeMultiColorAttribs' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeNoColors' MESH data:'CubeNoColors' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeVertexByte' MESH data:'CubeVertexByte' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeVertexFloat' MESH data:'CubeVertexFloat' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
cubes_vertex_colors_mrgb
==== Meshes: 4 - Mesh 'CubeMRGB' 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 'Color' FLOAT_COLOR POINT - (0.871, 0.631, 0.527, 1.000) - (0.216, 0.216, 0.216, 1.000) - (0.051, 0.051, 0.051, 1.000) ... - (0.000, 0.527, 0.000, 1.000) - (0.745, 0.000, 0.000, 1.000) - (0.014, 0.014, 0.014, 1.000) - 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeXYZRGB' 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 'Color' FLOAT_COLOR POINT - (0.604, 0.319, 0.133, 1.000) - (0.073, 0.033, 0.010, 1.000) - (0.214, 0.214, 0.214, 1.000) ... - (0.010, 0.010, 0.073, 1.000) - (0.010, 0.073, 0.319, 1.000) - (0.010, 0.073, 1.000, 1.000) - 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'TriMRGB' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'Color' FLOAT_COLOR POINT - (1.000, 0.000, 0.000, 1.000) - (0.000, 1.000, 0.000, 1.000) - (0.000, 0.000, 1.000, 1.000) - attr 'position' FLOAT_VECTOR POINT - (12.000, 1.000, -1.000) - (12.000, -1.000, -1.000) - (10.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'TriNoColors' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (8.000, 1.000, -1.000) - (8.000, -1.000, -1.000) - (6.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 4 - Obj 'CubeMRGB' MESH data:'CubeMRGB' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeXYZRGB' MESH data:'CubeXYZRGB' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TriMRGB' MESH data:'TriMRGB' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TriNoColors' MESH data:'TriNoColors' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 4 - Mesh 'CubeMRGB' 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 'Color' FLOAT_COLOR POINT - (0.871, 0.631, 0.527, 1.000) - (0.216, 0.216, 0.216, 1.000) - (0.051, 0.051, 0.051, 1.000) ... - (0.000, 0.527, 0.000, 1.000) - (0.745, 0.000, 0.000, 1.000) - (0.014, 0.014, 0.014, 1.000) - 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'CubeXYZRGB' 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 'Color' FLOAT_COLOR POINT - (0.604, 0.319, 0.133, 1.000) - (0.073, 0.033, 0.010, 1.000) - (0.214, 0.214, 0.214, 1.000) ... - (0.010, 0.010, 0.073, 1.000) - (0.010, 0.073, 0.319, 1.000) - (0.010, 0.073, 1.000, 1.000) - 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'TriMRGB' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'Color' FLOAT_COLOR POINT - (1.000, 0.000, 0.000, 1.000) - (0.000, 1.000, 0.000, 1.000) - (0.000, 0.000, 1.000, 1.000) - attr 'position' FLOAT_VECTOR POINT - (12.000, 1.000, -1.000) - (12.000, -1.000, -1.000) - (10.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'TriNoColors' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (8.000, 1.000, -1.000) - (8.000, -1.000, -1.000) - (6.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 4 - Obj 'CubeMRGB' MESH data:'CubeMRGB' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeXYZRGB' MESH data:'CubeXYZRGB' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TriMRGB' MESH data:'TriMRGB' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'TriNoColors' MESH data:'TriNoColors' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
cubes_with_textures
==== 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' (//obj/texture_checker.png) a:False - metallic 0.300 - ior 1.450 - emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//obj/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' (//obj/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' (//obj/texture_illum.png) a:False - emission strength 1.000 - normalmap 2.000 tex:'texture_normal.png' (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' (//obj/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' 0x0 0bpp - Image 'texture_illum.png' 0x0 0bpp - Image 'texture_normal.png' 0x0 0bpp
==== 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' (//obj/texture_checker.png) a:False - metallic 0.300 - ior 1.450 - emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//obj/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' (//obj/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' (//obj/texture_illum.png) a:False - emission strength 1.000 - normalmap 2.000 tex:'texture_normal.png' (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' (//obj/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' 0x0 0bpp - Image 'texture_illum.png' 0x0 0bpp - Image 'texture_normal.png' 0x0 0bpp
 
cubes_with_textures_rel
==== 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 - 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
==== 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 - 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
 
edges
==== Meshes: 1 - Mesh 'Cube' vtx:9 face:0 loop:0 edge:19 - 0/2 0/3 1/2 1/5 4/5 ... 3/6 0/6 7/8 4/8 3/8 - 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, 0.221, 1.000) - (-1.000, 1.000, 1.000) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Cube' vtx:9 face:0 loop:0 edge:19 - 0/2 0/3 1/2 1/5 4/5 ... 3/6 0/6 7/8 4/8 3/8 - 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, 0.221, 1.000) - (-1.000, 1.000, 1.000) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
faces_invalid_or_with_holes
==== Meshes: 6 - Mesh 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8 - 0 1 2 3 4 5 6 7 - 0/7 0/1 1/2 2/3 3/4 4/5 5/6 6/7 - attr 'position' FLOAT_VECTOR POINT - (8.000, 0.000, -2.000) - (8.000, 0.000, 2.000) - (12.000, 0.000, 2.000) ... - (9.000, 0.000, 1.000) - (11.000, 0.000, 1.000) - (11.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8 - 1 2 3 7 6 5 4 0 - 0/1 1/2 2/3 3/7 6/7 5/6 4/5 0/4 - attr 'position' FLOAT_VECTOR POINT - (3.000, 0.000, 3.000) - (3.000, 0.000, 7.000) - (7.000, 0.000, 7.000) ... - (4.000, 0.000, 6.000) - (6.000, 0.000, 6.000) - (6.000, 0.000, 4.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceJustTwoVerts_IsSkipped' vtx:2 face:0 loop:0 edge:0 - attr 'position' FLOAT_VECTOR POINT - (8.000, 0.000, 3.000) - (8.000, 0.000, 7.000) - Mesh 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' vtx:4 face:1 loop:4 edge:4 - 0 1 2 3 - 0/3 0/1 1/2 2/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 0.000, -2.000) - (3.000, 0.000, 2.000) - (7.000, 0.000, 2.000) - (7.000, 0.000, -2.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceTriDupVert_Becomes1Tri' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, 3.000) - (-2.000, 0.000, 7.000) - (2.000, 0.000, 7.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceWithHole_BecomesTwoFacesFormingAHole' vtx:8 face:2 loop:12 edge:10 - 1 2 5 4 0 ... 7 6 5 2 3 - 0/1 1/2 2/5 4/5 0/4 0/3 4/7 6/7 5/6 2/3 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, -2.000) - (-2.000, 0.000, 2.000) - (2.000, 0.000, 2.000) ... - (-1.000, 0.000, 1.000) - (1.000, 0.000, 1.000) - (1.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 ==== Objects: 6 - Obj 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceJustTwoVerts_IsSkipped' MESH data:'FaceJustTwoVerts_IsSkipped' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' MESH data:'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceTriDupVert_Becomes1Tri' MESH data:'FaceTriDupVert_Becomes1Tri' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceWithHole_BecomesTwoFacesFormingAHole' MESH data:'FaceWithHole_BecomesTwoFacesFormingAHole' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 6 - Mesh 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8 - 0 1 2 3 4 5 6 7 - 0/7 0/1 1/2 2/3 3/4 4/5 5/6 6/7 - attr 'position' FLOAT_VECTOR POINT - (8.000, 0.000, -2.000) - (8.000, 0.000, 2.000) - (12.000, 0.000, 2.000) ... - (9.000, 0.000, 1.000) - (11.000, 0.000, 1.000) - (11.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8 - 1 2 3 7 6 5 4 0 - 0/1 1/2 2/3 3/7 6/7 5/6 4/5 0/4 - attr 'position' FLOAT_VECTOR POINT - (3.000, 0.000, 3.000) - (3.000, 0.000, 7.000) - (7.000, 0.000, 7.000) ... - (4.000, 0.000, 6.000) - (6.000, 0.000, 6.000) - (6.000, 0.000, 4.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceJustTwoVerts_IsSkipped' vtx:2 face:0 loop:0 edge:0 - attr 'position' FLOAT_VECTOR POINT - (8.000, 0.000, 3.000) - (8.000, 0.000, 7.000) - Mesh 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' vtx:4 face:1 loop:4 edge:4 - 0 1 2 3 - 0/3 0/1 1/2 2/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 0.000, -2.000) - (3.000, 0.000, 2.000) - (7.000, 0.000, 2.000) - (7.000, 0.000, -2.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceTriDupVert_Becomes1Tri' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, 3.000) - (-2.000, 0.000, 7.000) - (2.000, 0.000, 7.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'FaceWithHole_BecomesTwoFacesFormingAHole' vtx:8 face:2 loop:12 edge:10 - 1 2 5 4 0 ... 7 6 5 2 3 - 0/1 1/2 2/5 4/5 0/4 0/3 4/7 6/7 5/6 2/3 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, -2.000) - (-2.000, 0.000, 2.000) - (2.000, 0.000, 2.000) ... - (-1.000, 0.000, 1.000) - (1.000, 0.000, 1.000) - (1.000, 0.000, -1.000) - attr 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 ==== Objects: 6 - Obj 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceJustTwoVerts_IsSkipped' MESH data:'FaceJustTwoVerts_IsSkipped' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' MESH data:'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceTriDupVert_Becomes1Tri' MESH data:'FaceTriDupVert_Becomes1Tri' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'FaceWithHole_BecomesTwoFacesFormingAHole' MESH data:'FaceWithHole_BecomesTwoFacesFormingAHole' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
fgons
==== Meshes: 1 - Mesh 'Cube' vtx:9 face:12 loop:38 edge:19 - 3 0 2 8 2 ... 4 6 3 7 6 - 3/8 0/3 0/2 2/8 1/2 ... 7/8 4/7 3/7 3/6 6/7 - 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, 0.221, 1.000) - (-1.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 0 1 1 0 0 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ... - (1.000, 0.000) - (1.000, 0.390) - (0.034, 1.000) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Cube' vtx:9 face:12 loop:38 edge:19 - 3 0 2 8 2 ... 4 6 3 7 6 - 3/8 0/3 0/2 2/8 1/2 ... 7/8 4/7 3/7 3/6 6/7 - 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, 0.221, 1.000) - (-1.000, 1.000, 1.000) - attr 'sharp_edge' BOOLEAN EDGE - 1 1 1 1 1 ... 0 1 1 0 0 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ... - (1.000, 0.000) - (1.000, 0.390) - (0.034, 1.000) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
invalid_faces
==== Meshes: 1 - Mesh 'TheMesh' vtx:5 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, -2.000) - (-2.000, 0.000, 2.000) - (2.000, 0.000, 2.000) - (2.000, 0.000, -2.000) - (0.000, 2.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 1 - Obj 'TheMesh' MESH data:'TheMesh' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'TheMesh' vtx:5 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, -2.000) - (-2.000, 0.000, 2.000) - (2.000, 0.000, 2.000) - (2.000, 0.000, -2.000) - (0.000, 2.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 1 - Obj 'TheMesh' MESH data:'TheMesh' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
invalid_indices
==== Meshes: 1 - Mesh 'Quad' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, -2.000) - (-2.000, 0.000, 2.000) - (2.000, 0.000, 2.000) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.500, 0.250) - (0.500, 0.250) - (1.000, 0.750) ==== Objects: 1 - Obj 'Quad' MESH data:'Quad' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Quad' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (-2.000, 0.000, -2.000) - (-2.000, 0.000, 2.000) - (2.000, 0.000, 2.000) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 0 - attr 'custom_normal' INT16_2D CORNER - (0, 0) - (0, 0) - (0, 0) - attr 'UVMap' FLOAT2 CORNER - (0.500, 0.250) - (0.500, 0.250) - (1.000, 0.750) ==== Objects: 1 - Obj 'Quad' MESH data:'Quad' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
invalid_syntax
==== Meshes: 1 - Mesh 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (1.000, 2.000, 3.000) - (6.000, 5.000, 4.000) - (7.000, 8.000, 9.000) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 0 - attr 'custom_normal' INT16_2D CORNER - (-26125, 32767) - (-26125, -3947) - (-26125, -17795) - attr 'UVMap' FLOAT2 CORNER - (0.500, 0.250) - (0.500, 0.250) - (1.000, 0.750) ==== Objects: 1 - Obj 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' MESH data:'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (1.000, 2.000, 3.000) - (6.000, 5.000, 4.000) - (7.000, 8.000, 9.000) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 0 - attr 'custom_normal' INT16_2D CORNER - (-26125, 32767) - (-26125, -3947) - (-26125, -17795) - attr 'UVMap' FLOAT2 CORNER - (0.500, 0.250) - (0.500, 0.250) - (1.000, 0.750) ==== Objects: 1 - Obj 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' MESH data:'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
makehuman
==== Meshes: 1 - Mesh 'makehuman' vtx:15340 face:14812 loop:58256 edge:29818 - 6526 4323 4320 6525 8679 ... 14792 6660 6661 6672 6671 - 4320/4323 4320/6525 5904/5906 2536/4327 2536/5886 ... 6639/6652 6655/6666 14823/14825 14791/14793 6671/6672 - attr 'position' FLOAT_VECTOR POINT - (0.313, 8.214, 0.596) - (0.352, 8.175, 0.596) - (0.313, 8.136, 0.596) ... - (0.069, 9.074, -0.610) - (0.000, 9.074, -0.541) - (0.000, 9.074, -0.679) - 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'custom_normal' INT16_2D CORNER - (128, 29865) - (390, 16462) - (564, 5849) ... - (587, 10871) - (988, 18914) - (2037, 5266) - attr 'UVMap' FLOAT2 CORNER - (0.141, 0.486) - (0.126, 0.480) - (0.126, 0.468) ... - (0.405, 0.948) - (0.406, 0.945) - (0.415, 0.948) - 1 materials - 'basic' ==== Objects: 1 - Obj 'makehuman' MESH data:'makehuman' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 1 - Mat 'basic' - base color (0.800, 0.800, 0.800) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - 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 1.000 - backface False probe True shadow False
==== Meshes: 1 - Mesh 'makehuman' vtx:15340 face:14812 loop:58256 edge:29818 - 6526 4323 4320 6525 8679 ... 14792 6660 6661 6672 6671 - 4320/4323 4320/6525 5904/5906 2536/4327 2536/5886 ... 6639/6652 6655/6666 14823/14825 14791/14793 6671/6672 - attr 'position' FLOAT_VECTOR POINT - (0.313, 8.214, 0.596) - (0.352, 8.175, 0.596) - (0.313, 8.136, 0.596) ... - (0.069, 9.074, -0.610) - (0.000, 9.074, -0.541) - (0.000, 9.074, -0.679) - 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 'sharp_face' BOOLEAN FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'custom_normal' INT16_2D CORNER - (128, 29865) - (390, 16462) - (564, 5849) ... - (587, 10871) - (988, 18914) - (2037, 5266) - attr 'UVMap' FLOAT2 CORNER - (0.141, 0.486) - (0.126, 0.480) - (0.126, 0.468) ... - (0.405, 0.948) - (0.406, 0.945) - (0.415, 0.948) - 1 materials - 'basic' ==== Objects: 1 - Obj 'makehuman' MESH data:'makehuman' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 1 - Mat 'basic' - base color (0.800, 0.800, 0.800) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 1.000 - 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 1.000 - backface False probe True shadow False
 
materials
==== Meshes: 3 - Mesh 'materials' vtx:8 face:6 loop:24 edge:12 - 3 2 1 0 0 ... 0 4 5 6 7 - 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7 - 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 'material_index' INT FACE - 0 1 2 3 3 3 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 4 materials - 'no_textures_red' 'four_maps' 'Clay' 'Hat' - Mesh 'ObjMtlAfter' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (3.000, 0.000, 0.000) - (4.000, 0.000, 2.000) - (5.000, 0.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - 2 materials - 'no_textures_red' 'Clay' - Mesh 'ObjMtlBefore' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (6.000, 0.000, 0.000) - (7.000, 0.000, 2.000) - (8.000, 0.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - 1 materials - 'Clay' ==== Objects: 3 - Obj 'materials' MESH data:'materials' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ObjMtlAfter' MESH data:'ObjMtlAfter' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ObjMtlBefore' MESH data:'ObjMtlBefore' - 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 'Clay' - base color (0.800, 0.683, 0.536) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.336 - metallic 0.000 - ior 1.450 - viewport diffuse (0.800, 0.683, 0.536, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 0.336 - backface False probe True shadow False - Mat 'four_maps' - base color (0.800, 0.800, 0.800) tex:'texture.png' (//obj/texture.png) a:False - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.000 tex:'sometexture_Roughness.png' (sometexture_Roughness.png) a:False - metallic 0.000 tex:'sometexture_Metallic.png' (sometexture_Metallic.png) a:False - ior 1.450 - normalmap 1.000 tex:'sometexture_Normal.png' (sometexture_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 0.000 - backface False probe True shadow False - Mat 'Hat' - base color (0.800, 0.800, 0.800) tex:'someHatTexture_BaseColor.jpg' (someHatTexture_BaseColor.jpg) a:False - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.106 tex:'someHatTexture_Roughness.jpg' (someHatTexture_Roughness.jpg) a:False - metallic 0.000 tex:'someHatTexture_Metalness.jpg' (someHatTexture_Metalness.jpg) a:False - ior 1.500 - normalmap 0.500 tex:'someHatTexture_Normal.jpg' (someHatTexture_Normal.jpg) 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 0.106 - backface False probe True shadow False - Mat 'no_textures_red' - base color (0.800, 0.300, 0.100) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 0.925 - metallic 0.000 - ior 1.500 - viewport diffuse (0.800, 0.300, 0.100, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 0.925 - backface False probe True shadow False ==== Images: 8 - Image 'someHatTexture_BaseColor.jpg' 0x0 0bpp - Image 'someHatTexture_Metalness.jpg' 0x0 0bpp - Image 'someHatTexture_Normal.jpg' 0x0 0bpp - Image 'someHatTexture_Roughness.jpg' 0x0 0bpp - Image 'sometexture_Metallic.png' 0x0 0bpp - Image 'sometexture_Normal.png' 0x0 0bpp - Image 'sometexture_Roughness.png' 0x0 0bpp - Image 'texture.png' 4x4 24bpp
==== Meshes: 3 - Mesh 'materials' vtx:8 face:6 loop:24 edge:12 - 3 2 1 0 0 ... 0 4 5 6 7 - 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7 - 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 'material_index' INT FACE - 0 1 2 3 3 3 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 4 materials - 'no_textures_red' 'four_maps' 'Clay' 'Hat' - Mesh 'ObjMtlAfter' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (3.000, 0.000, 0.000) - (4.000, 0.000, 2.000) - (5.000, 0.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - 2 materials - 'no_textures_red' 'Clay' - Mesh 'ObjMtlBefore' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (6.000, 0.000, 0.000) - (7.000, 0.000, 2.000) - (8.000, 0.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - 1 materials - 'Clay' ==== Objects: 3 - Obj 'materials' MESH data:'materials' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ObjMtlAfter' MESH data:'ObjMtlAfter' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'ObjMtlBefore' MESH data:'ObjMtlBefore' - 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 'Clay' - base color (0.800, 0.683, 0.536) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.336 - metallic 0.000 - ior 1.450 - viewport diffuse (0.800, 0.683, 0.536, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 0.336 - backface False probe True shadow False - Mat 'four_maps' - base color (0.800, 0.800, 0.800) tex:'texture.png' (//obj/texture.png) a:False - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.000 tex:'sometexture_Roughness.png' (sometexture_Roughness.png) a:False - metallic 0.000 tex:'sometexture_Metallic.png' (sometexture_Metallic.png) a:False - ior 1.450 - normalmap 1.000 tex:'sometexture_Normal.png' (sometexture_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 0.000 - backface False probe True shadow False - Mat 'Hat' - base color (0.800, 0.800, 0.800) tex:'someHatTexture_BaseColor.jpg' (someHatTexture_BaseColor.jpg) a:False - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.106 tex:'someHatTexture_Roughness.jpg' (someHatTexture_Roughness.jpg) a:False - metallic 0.000 tex:'someHatTexture_Metalness.jpg' (someHatTexture_Metalness.jpg) a:False - ior 1.500 - normalmap 0.500 tex:'someHatTexture_Normal.jpg' (someHatTexture_Normal.jpg) 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 0.106 - backface False probe True shadow False - Mat 'no_textures_red' - base color (0.800, 0.300, 0.100) - specular ior 0.000 - specular tint (1.000, 1.000, 1.000) - roughness 0.925 - metallic 0.000 - ior 1.500 - viewport diffuse (0.800, 0.300, 0.100, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.000, roughness 0.925 - backface False probe True shadow False ==== Images: 8 - Image 'someHatTexture_BaseColor.jpg' 0x0 0bpp - Image 'someHatTexture_Metalness.jpg' 0x0 0bpp - Image 'someHatTexture_Normal.jpg' 0x0 0bpp - Image 'someHatTexture_Roughness.jpg' 0x0 0bpp - Image 'sometexture_Metallic.png' 0x0 0bpp - Image 'sometexture_Normal.png' 0x0 0bpp - Image 'sometexture_Roughness.png' 0x0 0bpp - Image 'texture.png' 4x4 24bpp
 
materials_pbr
==== Meshes: 2 - Mesh 'CubeMat1' 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 - (-0.379, -1.647, -0.381) - (-1.576, -0.385, 0.607) - (1.172, -1.046, 0.730) ... - (-1.172, 1.046, -0.730) - (1.576, 0.385, -0.607) - (0.379, 1.647, 0.381) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat1' - Mesh 'CubeMat2' 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 - (0.036, -1.374, -4.186) - (-1.161, -0.113, -3.198) - (1.587, -0.774, -3.075) ... - (-0.757, 1.318, -4.535) - (1.991, 0.657, -4.412) - (0.794, 1.919, -3.424) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat2' ==== Objects: 2 - Obj 'CubeMat1' MESH data:'CubeMat1' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeMat2' MESH data:'CubeMat2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 2 - Mat 'Mat1' - base color (0.800, 0.276, 0.102) - specular ior 0.250 - specular tint (1.000, 1.000, 1.000) - roughness 0.400 - metallic 0.900 - ior 1.450 - viewport diffuse (0.800, 0.276, 0.102, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.900, roughness 0.400 - backface False probe True shadow False - Mat 'Mat2' - base color (0.800, 0.800, 0.800) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False - 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 - 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 0.000 - backface False probe True shadow False ==== Images: 3 - Image 'texture_checker.png' 4x4 8bpp - Image 'texture_illum.png' 8x8 24bpp - Image 'texture_roughness.png' 8x8 24bpp
==== Meshes: 2 - Mesh 'CubeMat1' 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 - (-0.379, -1.647, -0.381) - (-1.576, -0.385, 0.607) - (1.172, -1.046, 0.730) ... - (-1.172, 1.046, -0.730) - (1.576, 0.385, -0.607) - (0.379, 1.647, 0.381) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat1' - Mesh 'CubeMat2' 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 - (0.036, -1.374, -4.186) - (-1.161, -0.113, -3.198) - (1.587, -0.774, -3.075) ... - (-0.757, 1.318, -4.535) - (1.991, 0.657, -4.412) - (0.794, 1.919, -3.424) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat2' ==== Objects: 2 - Obj 'CubeMat1' MESH data:'CubeMat1' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeMat2' MESH data:'CubeMat2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 2 - Mat 'Mat1' - base color (0.800, 0.276, 0.102) - specular ior 0.250 - specular tint (1.000, 1.000, 1.000) - roughness 0.400 - metallic 0.900 - ior 1.450 - viewport diffuse (0.800, 0.276, 0.102, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.900, roughness 0.400 - backface False probe True shadow False - Mat 'Mat2' - base color (0.800, 0.800, 0.800) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False - 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 - 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 0.000 - backface False probe True shadow False ==== Images: 3 - Image 'texture_checker.png' 4x4 8bpp - Image 'texture_illum.png' 8x8 24bpp - Image 'texture_roughness.png' 8x8 24bpp
 
materials_without_pbr
==== Meshes: 2 - Mesh 'CubeMat1' 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 - (-0.379, -1.647, -0.381) - (-1.576, -0.385, 0.607) - (1.172, -1.046, 0.730) ... - (-1.172, 1.046, -0.730) - (1.576, 0.385, -0.607) - (0.379, 1.647, 0.381) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat1' - Mesh 'CubeMat2' 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 - (0.036, -1.374, -4.186) - (-1.161, -0.113, -3.198) - (1.587, -0.774, -3.075) ... - (-0.757, 1.318, -4.535) - (1.991, 0.657, -4.412) - (0.794, 1.919, -3.424) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat2' ==== Objects: 2 - Obj 'CubeMat1' MESH data:'CubeMat1' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeMat2' MESH data:'CubeMat2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 2 - Mat 'Mat1' - base color (0.800, 0.276, 0.102) - specular ior 0.250 - specular tint (1.000, 1.000, 1.000) - roughness 0.400 - metallic 0.900 - ior 1.450 - viewport diffuse (0.800, 0.276, 0.102, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.900, roughness 0.400 - backface False probe True shadow False - Mat 'Mat2' - base color (0.800, 0.800, 0.800) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False - 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 - 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 0.000 - backface False probe True shadow False ==== Images: 2 - Image 'texture_illum.png' 8x8 24bpp - Image 'texture_roughness.png' 8x8 24bpp
==== Meshes: 2 - Mesh 'CubeMat1' 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 - (-0.379, -1.647, -0.381) - (-1.576, -0.385, 0.607) - (1.172, -1.046, 0.730) ... - (-1.172, 1.046, -0.730) - (1.576, 0.385, -0.607) - (0.379, 1.647, 0.381) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat1' - Mesh 'CubeMat2' 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 - (0.036, -1.374, -4.186) - (-1.161, -0.113, -3.198) - (1.587, -0.774, -3.075) ... - (-0.757, 1.318, -4.535) - (1.991, 0.657, -4.412) - (0.794, 1.919, -3.424) - attr 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - 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 - 'Mat2' ==== Objects: 2 - Obj 'CubeMat1' MESH data:'CubeMat1' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CubeMat2' MESH data:'CubeMat2' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 ==== Materials: 2 - Mat 'Mat1' - base color (0.800, 0.276, 0.102) - specular ior 0.250 - specular tint (1.000, 1.000, 1.000) - roughness 0.400 - metallic 0.900 - ior 1.450 - viewport diffuse (0.800, 0.276, 0.102, 1.000) - viewport specular (1.000, 1.000, 1.000), intensity 0.500 - viewport metallic 0.900, roughness 0.400 - backface False probe True shadow False - Mat 'Mat2' - base color (0.800, 0.800, 0.800) - specular ior 0.500 - specular tint (1.000, 1.000, 1.000) - roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False - 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 - 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 0.000 - backface False probe True shadow False ==== Images: 2 - Image 'texture_illum.png' 8x8 24bpp - Image 'texture_roughness.png' 8x8 24bpp
 
non_uniform_scale
==== Meshes: 7 - Mesh 'SphereMirror' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (0.000, -0.566, -2.566) - (0.000, 0.000, -2.800) - (0.000, 0.566, -2.566) ... - (0.490, -0.566, -2.283) - (0.693, 0.000, -2.400) - (0.490, 0.566, -2.283) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUni' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.212, -0.707) - (0.000, -0.000, -1.000) - (0.000, -0.212, -0.707) ... - (-0.612, 0.212, -0.354) - (-0.866, -0.000, -0.500) - (-0.612, -0.212, -0.354) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniLargeRot' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (-2.707, 0.354, 0.000) - (-3.000, -0.000, 0.000) - (-2.707, -0.354, 0.000) ... - (-2.354, 0.354, 2.449) - (-2.500, -0.000, 3.464) - (-2.354, -0.354, 2.449) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniMirror' vtx:20 face:24 loop:84 edge:42 - 12 5 2 1 4 ... 17 19 2 1 18 - 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (2.000, -0.212, -0.707) - (2.000, 0.000, -1.000) - (2.000, 0.212, -0.707) ... - (1.388, -0.212, -0.354) - (1.134, 0.000, -0.500) - (1.388, 0.212, -0.354) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniMirrorRotated' vtx:20 face:24 loop:84 edge:42 - 12 5 2 1 4 ... 17 19 2 1 18 - 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (3.525, 0.303, -0.477) - (3.564, 0.612, -0.660) - (3.859, 0.563, -0.456) ... - (3.413, 0.393, 0.216) - (3.407, 0.739, 0.320) - (3.748, 0.653, 0.236) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniMirrorUVs' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.212, 1.293) - (0.000, -0.000, 1.000) - (0.000, -0.212, 1.293) ... - (-0.612, 0.212, 1.646) - (-0.866, -0.000, 1.500) - (-0.612, -0.212, 1.646) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ... - (1.000, 0.000) - (1.000, 1.000) - (0.000, 1.000) - Mesh 'SphereScale' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (2.000, 0.566, -2.566) - (2.000, -0.000, -2.800) - (2.000, -0.566, -2.566) ... - (1.510, 0.566, -2.283) - (1.307, -0.000, -2.400) - (1.510, -0.566, -2.283) - 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 'sharp_face' BOOLEAN 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) ==== Objects: 7 - Obj 'SphereMirror' MESH data:'SphereMirror' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUni' MESH data:'SphereNonUni' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniLargeRot' MESH data:'SphereNonUniLargeRot' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniMirror' MESH data:'SphereNonUniMirror' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniMirrorRotated' MESH data:'SphereNonUniMirrorRotated' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniMirrorUVs' MESH data:'SphereNonUniMirrorUVs' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereScale' MESH data:'SphereScale' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 7 - Mesh 'SphereMirror' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (0.000, -0.566, -2.566) - (0.000, 0.000, -2.800) - (0.000, 0.566, -2.566) ... - (0.490, -0.566, -2.283) - (0.693, 0.000, -2.400) - (0.490, 0.566, -2.283) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUni' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.212, -0.707) - (0.000, -0.000, -1.000) - (0.000, -0.212, -0.707) ... - (-0.612, 0.212, -0.354) - (-0.866, -0.000, -0.500) - (-0.612, -0.212, -0.354) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniLargeRot' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (-2.707, 0.354, 0.000) - (-3.000, -0.000, 0.000) - (-2.707, -0.354, 0.000) ... - (-2.354, 0.354, 2.449) - (-2.500, -0.000, 3.464) - (-2.354, -0.354, 2.449) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniMirror' vtx:20 face:24 loop:84 edge:42 - 12 5 2 1 4 ... 17 19 2 1 18 - 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (2.000, -0.212, -0.707) - (2.000, 0.000, -1.000) - (2.000, 0.212, -0.707) ... - (1.388, -0.212, -0.354) - (1.134, 0.000, -0.500) - (1.388, 0.212, -0.354) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniMirrorRotated' vtx:20 face:24 loop:84 edge:42 - 12 5 2 1 4 ... 17 19 2 1 18 - 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (3.525, 0.303, -0.477) - (3.564, 0.612, -0.660) - (3.859, 0.563, -0.456) ... - (3.413, 0.393, 0.216) - (3.407, 0.739, 0.320) - (3.748, 0.653, 0.236) - 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 'sharp_face' BOOLEAN 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) - Mesh 'SphereNonUniMirrorUVs' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.212, 1.293) - (0.000, -0.000, 1.000) - (0.000, -0.212, 1.293) ... - (-0.612, 0.212, 1.646) - (-0.866, -0.000, 1.500) - (-0.612, -0.212, 1.646) - 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 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.000, 0.000) - (1.000, 0.000) - (1.000, 1.000) ... - (1.000, 0.000) - (1.000, 1.000) - (0.000, 1.000) - Mesh 'SphereScale' vtx:20 face:24 loop:84 edge:42 - 12 2 5 1 0 ... 1 19 18 1 2 - 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18 - attr 'position' FLOAT_VECTOR POINT - (2.000, 0.566, -2.566) - (2.000, -0.000, -2.800) - (2.000, -0.566, -2.566) ... - (1.510, 0.566, -2.283) - (1.307, -0.000, -2.400) - (1.510, -0.566, -2.283) - 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 'sharp_face' BOOLEAN 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) ==== Objects: 7 - Obj 'SphereMirror' MESH data:'SphereMirror' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUni' MESH data:'SphereNonUni' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniLargeRot' MESH data:'SphereNonUniLargeRot' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniMirror' MESH data:'SphereNonUniMirror' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniMirrorRotated' MESH data:'SphereNonUniMirrorRotated' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereNonUniMirrorUVs' MESH data:'SphereNonUniMirrorUVs' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'SphereScale' MESH data:'SphereScale' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
nurbs
==== Curves: 1 - Curve 'nurbs' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:9x1 order:4x4 cyclic:True,False endp:False,False - (1.149, 0.964, -0.866) w:1.000 - (1.149, -0.964, 0.866) w:1.000 - (-1.500, -2.598, -0.000) w:1.000 ... - (0.260, -1.477, -0.866) w:1.000 - (-1.410, -0.513, 0.866) w:1.000 - (-1.500, 2.598, -0.000) w:1.000 ==== Objects: 1 - Obj 'nurbs' CURVE data:'nurbs' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Curves: 1 - Curve 'nurbs' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:9x1 order:4x4 cyclic:True,False endp:False,False - (1.149, 0.964, -0.866) w:1.000 - (1.149, -0.964, 0.866) w:1.000 - (-1.500, -2.598, -0.000) w:1.000 ... - (0.260, -1.477, -0.866) w:1.000 - (-1.410, -0.513, 0.866) w:1.000 - (-1.500, 2.598, -0.000) w:1.000 ==== Objects: 1 - Obj 'nurbs' CURVE data:'nurbs' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
nurbs_curves
==== Curves: 5 - Curve 'CurveDeg3' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:3x3 cyclic:False,False endp:False,False - (10.000, -2.000, -0.000) w:1.000 - (10.000, 2.000, 0.000) w:1.000 - (6.000, 2.000, 0.000) w:1.000 - (6.000, -2.000, -0.000) w:1.000 - Curve 'nurbs_curves' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (2.000, -2.000, -0.000) w:1.000 - (2.000, 2.000, 0.000) w:1.000 - (-2.000, 2.000, 0.000) w:1.000 - (-2.000, -2.000, -0.000) w:1.000 - Curve 'NurbsCurveCyclic' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False - (-6.000, -2.000, -0.000) w:1.000 - (-2.000, -2.000, -0.000) w:1.000 - (-2.000, 2.000, 0.000) w:1.000 - (-6.000, 2.000, 0.000) w:1.000 - Curve 'NurbsCurveDiffWeights' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (6.000, -2.000, -0.000) w:1.000 - (6.000, 2.000, 0.000) w:1.000 - (2.000, 2.000, 0.000) w:1.000 - (2.000, -2.000, -0.000) w:1.000 - Curve 'NurbsCurveEndpoint' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:True,False - (-6.000, -2.000, -0.000) w:1.000 - (-6.000, 2.000, 0.000) w:1.000 - (-10.000, 2.000, 0.000) w:1.000 - (-10.000, -2.000, -0.000) w:1.000 ==== Objects: 5 - Obj 'CurveDeg3' CURVE data:'CurveDeg3' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'nurbs_curves' CURVE data:'nurbs_curves' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurveCyclic' CURVE data:'NurbsCurveCyclic' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurveDiffWeights' CURVE data:'NurbsCurveDiffWeights' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurveEndpoint' CURVE data:'NurbsCurveEndpoint' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Curves: 5 - Curve 'CurveDeg3' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:3x3 cyclic:False,False endp:False,False - (10.000, -2.000, -0.000) w:1.000 - (10.000, 2.000, 0.000) w:1.000 - (6.000, 2.000, 0.000) w:1.000 - (6.000, -2.000, -0.000) w:1.000 - Curve 'nurbs_curves' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (2.000, -2.000, -0.000) w:1.000 - (2.000, 2.000, 0.000) w:1.000 - (-2.000, 2.000, 0.000) w:1.000 - (-2.000, -2.000, -0.000) w:1.000 - Curve 'NurbsCurveCyclic' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False - (-6.000, -2.000, -0.000) w:1.000 - (-2.000, -2.000, -0.000) w:1.000 - (-2.000, 2.000, 0.000) w:1.000 - (-6.000, 2.000, 0.000) w:1.000 - Curve 'NurbsCurveDiffWeights' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False - (6.000, -2.000, -0.000) w:1.000 - (6.000, 2.000, 0.000) w:1.000 - (2.000, 2.000, 0.000) w:1.000 - (2.000, -2.000, -0.000) w:1.000 - Curve 'NurbsCurveEndpoint' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:True,False - (-6.000, -2.000, -0.000) w:1.000 - (-6.000, 2.000, 0.000) w:1.000 - (-10.000, 2.000, 0.000) w:1.000 - (-10.000, -2.000, -0.000) w:1.000 ==== Objects: 5 - Obj 'CurveDeg3' CURVE data:'CurveDeg3' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'nurbs_curves' CURVE data:'nurbs_curves' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurveCyclic' CURVE data:'NurbsCurveCyclic' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurveDiffWeights' CURVE data:'NurbsCurveDiffWeights' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'NurbsCurveEndpoint' CURVE data:'NurbsCurveEndpoint' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
nurbs_cyclic
==== Curves: 1 - Curve 'nurbs_cyclic' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:28x1 order:4x4 cyclic:True,False endp:False,False - (0.935, -0.000, 3.518) w:1.000 - (-0.050, -0.000, 2.052) w:1.000 - (1.001, -0.000, 1.462) w:1.000 ... - (2.591, 0.000, -0.795) w:1.000 - (4.054, -0.000, 0.651) w:1.000 - (3.281, -0.000, 3.043) w:1.000 ==== Objects: 1 - Obj 'nurbs_cyclic' CURVE data:'nurbs_cyclic' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Curves: 1 - Curve 'nurbs_cyclic' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:28x1 order:4x4 cyclic:True,False endp:False,False - (0.935, -0.000, 3.518) w:1.000 - (-0.050, -0.000, 2.052) w:1.000 - (1.001, -0.000, 1.462) w:1.000 ... - (2.591, 0.000, -0.795) w:1.000 - (4.054, -0.000, 0.651) w:1.000 - (3.281, -0.000, 3.043) w:1.000 ==== Objects: 1 - Obj 'nurbs_cyclic' CURVE data:'nurbs_cyclic' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
nurbs_endpoint
==== Curves: 3 - Curve 'CurveEndpointRange01' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False - (0.290, 0.000, -0.110) w:1.000 - (-2.670, 0.000, -15.710) w:1.000 - (2.980, 0.000, -18.050) w:1.000 ... - (13.380, 0.000, 0.060) w:1.000 - (20.200, 0.000, -2.260) w:1.000 - (22.170, 0.000, -5.310) w:1.000 - Curve 'CurveEndpointRangeNon01' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False - (0.290, 0.000, -0.110) w:1.000 - (-2.670, 0.000, -15.710) w:1.000 - (2.980, 0.000, -18.050) w:1.000 ... - (13.380, 0.000, 0.060) w:1.000 - (20.200, 0.000, -2.260) w:1.000 - (22.170, 0.000, -5.310) w:1.000 - Curve 'CurveNoEndpointRange01' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:False,False - (0.290, 0.000, -0.110) w:1.000 - (-2.670, 0.000, -15.710) w:1.000 - (2.980, 0.000, -18.050) w:1.000 ... - (13.380, 0.000, 0.060) w:1.000 - (20.200, 0.000, -2.260) w:1.000 - (22.170, 0.000, -5.310) w:1.000 ==== Objects: 3 - Obj 'CurveEndpointRange01' CURVE data:'CurveEndpointRange01' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CurveEndpointRangeNon01' CURVE data:'CurveEndpointRangeNon01' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CurveNoEndpointRange01' CURVE data:'CurveNoEndpointRange01' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Curves: 3 - Curve 'CurveEndpointRange01' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False - (0.290, 0.000, -0.110) w:1.000 - (-2.670, 0.000, -15.710) w:1.000 - (2.980, 0.000, -18.050) w:1.000 ... - (13.380, 0.000, 0.060) w:1.000 - (20.200, 0.000, -2.260) w:1.000 - (22.170, 0.000, -5.310) w:1.000 - Curve 'CurveEndpointRangeNon01' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False - (0.290, 0.000, -0.110) w:1.000 - (-2.670, 0.000, -15.710) w:1.000 - (2.980, 0.000, -18.050) w:1.000 ... - (13.380, 0.000, 0.060) w:1.000 - (20.200, 0.000, -2.260) w:1.000 - (22.170, 0.000, -5.310) w:1.000 - Curve 'CurveNoEndpointRange01' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:False,False - (0.290, 0.000, -0.110) w:1.000 - (-2.670, 0.000, -15.710) w:1.000 - (2.980, 0.000, -18.050) w:1.000 ... - (13.380, 0.000, 0.060) w:1.000 - (20.200, 0.000, -2.260) w:1.000 - (22.170, 0.000, -5.310) w:1.000 ==== Objects: 3 - Obj 'CurveEndpointRange01' CURVE data:'CurveEndpointRange01' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CurveEndpointRangeNon01' CURVE data:'CurveEndpointRangeNon01' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'CurveNoEndpointRange01' CURVE data:'CurveNoEndpointRange01' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
nurbs_manual
==== Curves: 4 - Curve 'Curve_Cyclic' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - Curve 'Curve_Endpoints' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 - Curve 'Curve_NonUniform_Parm' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 - Curve 'Curve_Uniform_Parm' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 ==== Objects: 4 - Obj 'Curve_Cyclic' CURVE data:'Curve_Cyclic' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Curve_Endpoints' CURVE data:'Curve_Endpoints' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Curve_NonUniform_Parm' CURVE data:'Curve_NonUniform_Parm' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Curve_Uniform_Parm' CURVE data:'Curve_Uniform_Parm' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Curves: 4 - Curve 'Curve_Cyclic' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - Curve 'Curve_Endpoints' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 - Curve 'Curve_NonUniform_Parm' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 - Curve 'Curve_Uniform_Parm' dim:3D resu:12 resv:12 splines:1 - spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False - (-2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, 2.000) w:1.000 - (2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, -2.000) w:1.000 - (-2.000, 0.000, 2.000) w:1.000 ==== Objects: 4 - Obj 'Curve_Cyclic' CURVE data:'Curve_Cyclic' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Curve_Endpoints' CURVE data:'Curve_Endpoints' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Curve_NonUniform_Parm' CURVE data:'Curve_NonUniform_Parm' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Curve_Uniform_Parm' CURVE data:'Curve_Uniform_Parm' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
nurbs_mesh
==== Meshes: 1 - Mesh 'Torus_Knot' vtx:108 face:0 loop:0 edge:108 - 0/1 1/2 2/3 3/4 4/5 ... 103/104 104/105 105/106 106/107 0/107 - attr 'position' FLOAT_VECTOR POINT - (0.439, 1.070, 0.433) - (0.259, 1.083, 0.388) - (0.087, 1.079, 0.329) ... - (1.006, 0.936, 0.467) - (0.816, 0.996, 0.471) - (0.626, 1.041, 0.460) ==== Objects: 1 - Obj 'Torus_Knot' MESH data:'Torus_Knot' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Torus_Knot' vtx:108 face:0 loop:0 edge:108 - 0/1 1/2 2/3 3/4 4/5 ... 103/104 104/105 105/106 106/107 0/107 - attr 'position' FLOAT_VECTOR POINT - (0.439, 1.070, 0.433) - (0.259, 1.083, 0.388) - (0.087, 1.079, 0.329) ... - (1.006, 0.936, 0.467) - (0.816, 0.996, 0.471) - (0.626, 1.041, 0.460) ==== Objects: 1 - Obj 'Torus_Knot' MESH data:'Torus_Knot' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
polylines
==== Meshes: 1 - Mesh 'polylines' vtx:13 face:0 loop:0 edge:8 - 0/1 1/2 2/3 5/6 6/7 8/9 9/10 11/12 - attr 'position' FLOAT_VECTOR POINT - (1.000, 0.000, 0.000) - (0.700, 0.700, 0.000) - (0.000, 1.000, 0.000) ... - (0.000, -1.000, 1.000) - (1.000, 0.000, 2.000) - (0.700, 0.700, 2.000) ==== Objects: 1 - Obj 'polylines' MESH data:'polylines' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'polylines' vtx:13 face:0 loop:0 edge:8 - 0/1 1/2 2/3 5/6 6/7 8/9 9/10 11/12 - attr 'position' FLOAT_VECTOR POINT - (1.000, 0.000, 0.000) - (0.700, 0.700, 0.000) - (0.000, 1.000, 0.000) ... - (0.000, -1.000, 1.000) - (1.000, 0.000, 2.000) - (0.700, 0.700, 2.000) ==== Objects: 1 - Obj 'polylines' MESH data:'polylines' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
split_options
==== Meshes: 2 - Mesh 'Box' 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'Pyramid' vtx:5 face:5 loop:16 edge:8 - 0 1 2 3 0 ... 3 4 3 0 4 - 0/3 0/1 1/2 2/3 0/4 1/4 2/4 3/4 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 ==== Objects: 2 - Obj 'Box' MESH data:'Box' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Pyramid' MESH data:'Pyramid' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 2 - Mesh 'Box' 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 'material_index' INT FACE - 0 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 1 - Mesh 'Pyramid' vtx:5 face:5 loop:16 edge:8 - 0 1 2 3 0 ... 3 4 3 0 4 - 0/3 0/1 1/2 2/3 0/4 1/4 2/4 3/4 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 ==== Objects: 2 - Obj 'Box' MESH data:'Box' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Pyramid' MESH data:'Pyramid' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
split_options_by_group
==== Meshes: 6 - Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4 - 2 0 1 3 - 2/3 0/2 0/1 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7 - 1 0 4 5 5 4 2 3 - 1/5 0/1 0/4 4/5 3/5 2/4 2/3 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7 - 1 0 2 3 5 4 0 1 - 1/3 0/1 0/2 2/3 1/5 4/5 0/4 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4 - 0 1 2 3 - 0/3 0/1 1/2 2/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8 - 0 1 4 1 2 ... 3 4 3 0 4 - 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 - Mesh 'split_options_by_group' vtx:4 face:1 loop:4 edge:4 - 0 2 3 1 - 0/1 0/2 2/3 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 6 - Obj 'BoxOne' MESH data:'BoxOne' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo' MESH data:'BoxTwo' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo.001' MESH data:'BoxTwo.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrBottom' MESH data:'PyrBottom' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrSides' MESH data:'PyrSides' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'split_options_by_group' MESH data:'split_options_by_group' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 6 - Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4 - 2 0 1 3 - 2/3 0/2 0/1 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7 - 1 0 4 5 5 4 2 3 - 1/5 0/1 0/4 4/5 3/5 2/4 2/3 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7 - 1 0 2 3 5 4 0 1 - 1/3 0/1 0/2 2/3 1/5 4/5 0/4 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4 - 0 1 2 3 - 0/3 0/1 1/2 2/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8 - 0 1 4 1 2 ... 3 4 3 0 4 - 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 - Mesh 'split_options_by_group' vtx:4 face:1 loop:4 edge:4 - 0 2 3 1 - 0/1 0/2 2/3 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 6 - Obj 'BoxOne' MESH data:'BoxOne' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo' MESH data:'BoxTwo' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo.001' MESH data:'BoxTwo.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrBottom' MESH data:'PyrBottom' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrSides' MESH data:'PyrSides' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'split_options_by_group' MESH data:'split_options_by_group' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
split_options_by_object_and_group
==== Meshes: 6 - Mesh 'Box' vtx:4 face:1 loop:4 edge:4 - 0 2 3 1 - 0/1 0/2 2/3 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4 - 2 0 1 3 - 2/3 0/2 0/1 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7 - 1 0 4 5 5 4 2 3 - 1/5 0/1 0/4 4/5 3/5 2/4 2/3 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7 - 1 0 2 3 5 4 0 1 - 1/3 0/1 0/2 2/3 1/5 4/5 0/4 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4 - 0 1 2 3 - 0/3 0/1 1/2 2/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8 - 0 1 4 1 2 ... 3 4 3 0 4 - 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 ==== Objects: 6 - Obj 'Box' MESH data:'Box' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxOne' MESH data:'BoxOne' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo' MESH data:'BoxTwo' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo.001' MESH data:'BoxTwo.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrBottom' MESH data:'PyrBottom' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrSides' MESH data:'PyrSides' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 6 - Mesh 'Box' vtx:4 face:1 loop:4 edge:4 - 0 2 3 1 - 0/1 0/2 2/3 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4 - 2 0 1 3 - 2/3 0/2 0/1 1/3 - 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) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7 - 1 0 4 5 5 4 2 3 - 1/5 0/1 0/4 4/5 3/5 2/4 2/3 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7 - 1 0 2 3 5 4 0 1 - 1/3 0/1 0/2 2/3 1/5 4/5 0/4 - 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 'material_index' INT FACE - 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 - Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4 - 0 1 2 3 - 0/3 0/1 1/2 2/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8 - 0 1 4 1 2 ... 3 4 3 0 4 - 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3 - attr 'position' FLOAT_VECTOR POINT - (3.000, 1.000, -1.000) - (5.000, 1.000, -1.000) - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 ==== Objects: 6 - Obj 'Box' MESH data:'Box' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxOne' MESH data:'BoxOne' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo' MESH data:'BoxTwo' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'BoxTwo.001' MESH data:'BoxTwo.001' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrBottom' MESH data:'PyrBottom' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'PyrSides' MESH data:'PyrSides' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
split_options_none
==== Meshes: 1 - Mesh 'split_options_none' vtx:13 face:11 loop:40 edge:20 - 0 4 6 2 3 ... 11 12 11 8 12 - 0/2 0/4 4/6 2/6 3/7 ... 10/11 8/12 9/12 10/12 11/12 - attr 'position' FLOAT_VECTOR POINT - (1.000, 1.000, -1.000) - (1.000, -1.000, -1.000) - (1.000, 1.000, 1.000) ... - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 ... 1 1 1 1 1 ==== Objects: 1 - Obj 'split_options_none' MESH data:'split_options_none' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'split_options_none' vtx:13 face:11 loop:40 edge:20 - 0 4 6 2 3 ... 11 12 11 8 12 - 0/2 0/4 4/6 2/6 3/7 ... 10/11 8/12 9/12 10/12 11/12 - attr 'position' FLOAT_VECTOR POINT - (1.000, 1.000, -1.000) - (1.000, -1.000, -1.000) - (1.000, 1.000, 1.000) ... - (5.000, -1.000, -1.000) - (3.000, -1.000, -1.000) - (4.000, 0.000, 2.000) - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN FACE - 1 1 1 1 1 ... 1 1 1 1 1 ==== Objects: 1 - Obj 'split_options_none' MESH data:'split_options_none' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
suzanne_all_data
==== Meshes: 1 - Mesh 'Monkey' vtx:505 face:500 loop:1968 edge:1005 - 1 0 23 22 2 ... 484 482 504 503 483 - 1/22 0/1 0/23 22/23 2/21 ... 500/503 502/503 501/502 483/503 484/502 - attr 'position' FLOAT_VECTOR POINT - (-0.438, 0.164, 0.766) - (-0.500, 0.094, 0.688) - (-0.547, 0.055, 0.578) ... - (0.547, 0.055, 0.578) - (0.500, 0.094, 0.688) - (0.438, 0.164, 0.766) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 0 0 ... 1 1 0 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.692, 0.402) - (0.718, 0.413) - (0.718, 0.431) ... - (0.760, 0.072) - (0.786, 0.063) - (0.787, 0.103) ==== Objects: 1 - Obj 'Monkey' MESH data:'Monkey' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Monkey' vtx:505 face:500 loop:1968 edge:1005 - 1 0 23 22 2 ... 484 482 504 503 483 - 1/22 0/1 0/23 22/23 2/21 ... 500/503 502/503 501/502 483/503 484/502 - attr 'position' FLOAT_VECTOR POINT - (-0.438, 0.164, 0.766) - (-0.500, 0.094, 0.688) - (-0.547, 0.055, 0.578) ... - (0.547, 0.055, 0.578) - (0.500, 0.094, 0.688) - (0.438, 0.164, 0.766) - attr 'sharp_edge' BOOLEAN EDGE - 0 0 0 0 0 ... 1 1 0 1 0 - attr 'material_index' INT FACE - 0 0 0 0 0 ... 0 0 0 0 0 - attr 'sharp_face' BOOLEAN 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 'UVMap' FLOAT2 CORNER - (0.692, 0.402) - (0.718, 0.413) - (0.718, 0.431) ... - (0.760, 0.072) - (0.786, 0.063) - (0.787, 0.103) ==== Objects: 1 - Obj 'Monkey' MESH data:'Monkey' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
vertex_colors_non_contiguous
==== Meshes: 2 - Mesh 'NoColor' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.000, 1.000) - (0.000, 1.000, 1.000) - (1.000, 0.000, 1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'Red' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'Color' FLOAT_COLOR POINT - (1.000, 0.000, 0.000, 1.000) - (1.000, 0.000, 0.000, 1.000) - (1.000, 0.000, 0.000, 1.000) - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.000, 0.000) - (0.000, 1.000, 0.000) - (1.000, 0.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 2 - Obj 'NoColor' MESH data:'NoColor' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Red' MESH data:'Red' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 2 - Mesh 'NoColor' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.000, 1.000) - (0.000, 1.000, 1.000) - (1.000, 0.000, 1.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 - Mesh 'Red' vtx:3 face:1 loop:3 edge:3 - 0 1 2 - 0/2 0/1 1/2 - attr 'Color' FLOAT_COLOR POINT - (1.000, 0.000, 0.000, 1.000) - (1.000, 0.000, 0.000, 1.000) - (1.000, 0.000, 0.000, 1.000) - attr 'position' FLOAT_VECTOR POINT - (0.000, 0.000, 0.000) - (0.000, 1.000, 0.000) - (1.000, 0.000, 0.000) - attr 'material_index' INT FACE - 0 - attr 'sharp_face' BOOLEAN FACE - 1 ==== Objects: 2 - Obj 'NoColor' MESH data:'NoColor' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000 - Obj 'Red' MESH data:'Red' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
 
vertices
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:0 loop:0 edge:0 - 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) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000
==== Meshes: 1 - Mesh 'Cube' vtx:8 face:0 loop:0 edge:0 - 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) ==== Objects: 1 - Obj 'Cube' MESH data:'Cube' - pos 0.000, 0.000, 0.000 - rot 1.571, 0.000, 0.000 (XYZ) - scl 1.000, 1.000, 1.000