Files
test/tests/files/io_tests/fbx/reference/bl42_material_shaders.txt
Sergey Sharybin bbfc97ad6f Move tests/data and assets to the main repository
This change moves the tests data files and publish folder of assets
repository to the main blender.git repository as LFS files.

The goal of this change is to eliminate toil of modifying tests,
cherry-picking changes to LFS branches, adding tests as part of a
PR which brings new features or fixes.

More detailed explanation and conversation can be found in the
design task.

Ref #137215

Pull Request: https://projects.blender.org/blender/blender/pulls/137219
2025-05-05 15:10:22 +02:00

733 lines
20 KiB
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==== Meshes: 14
- Mesh 'Cube.001' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatPrincipled'
- Mesh 'Cube.002' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatDiffuse'
- Mesh 'Cube.003' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatEmission'
- Mesh 'Cube.004' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatGlass'
- Mesh 'Cube.005' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatGlossy'
- Mesh 'Cube.006' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatSpecular'
- Mesh 'Cube.007' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatSheen'
- Mesh 'Cube.008' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatRefraction'
- Mesh 'Cube.009' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatPrincipledHair'
- Mesh 'Cube.010' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatHair'
- Mesh 'Cube.011' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatSubsurface'
- Mesh 'Cube.012' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatToon'
- Mesh 'Cube.013' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatTranslucent'
- Mesh 'Cube.014' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/4 4/6 2/6 0/2 2/3 ... 4/5 5/7 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'MatTransparent'
==== Objects: 16
- Obj 'Camera' CAMERA data:'Camera'
- pos 22.243, -12.656, 10.991
- rot 1.109, 0.000, 0.815 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeDiffuse' MESH data:'Cube.002'
- pos 2.486, 0.000, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeEmission' MESH data:'Cube.003'
- pos 5.125, 0.000, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeGlass' MESH data:'Cube.004'
- pos 7.674, 0.000, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeGlossy' MESH data:'Cube.005'
- pos 10.162, 0.000, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeHair' MESH data:'Cube.010'
- pos 10.162, 3.230, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubePrincipled' MESH data:'Cube.001'
- pos 0.000, 0.000, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubePrincipledHair' MESH data:'Cube.009'
- pos 7.674, 3.230, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeRefraction' MESH data:'Cube.008'
- pos 5.125, 3.230, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeSheen' MESH data:'Cube.007'
- pos 2.486, 3.230, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeSpecular' MESH data:'Cube.006'
- pos 0.000, 3.230, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeSubsurface' MESH data:'Cube.011'
- pos 0.000, 6.558, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeToon' MESH data:'Cube.012'
- pos 2.486, 6.558, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTranslucent' MESH data:'Cube.013'
- pos 5.125, 6.558, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTransparent' MESH data:'Cube.014'
- pos 7.674, 6.558, 0.000
- rot 0.000, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Light' LIGHT data:'Light'
- pos 4.076, 1.005, 5.904
- rot 0.650, 0.055, 1.866 (XYZ)
- scl 1.000, 1.000, 1.000
==== Cameras: 1
- Cam 'Camera' PERSP lens:50.0 MILLIMETERS near:0.100 far:100.0 orthosize:7.3
- fov 0.691 (h 0.691 v 0.471)
- sensor 36.0x24.0 shift 0.000,0.000
==== Lights: 1
- Light 'Light' POINT col:(1.000, 1.000, 1.000) energy:1000.000
==== Materials: 14
- Mat 'MatDiffuse'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatEmission'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatGlass'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatGlossy'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatHair'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatPrincipled'
- base color (0.800, 0.800, 0.800) tex:'checkerboard_diffuse.png' (../blend_scene/textures/checkerboard_diffuse.png) a:False rot:(0.262, 0.524, 1.047) scl:(2.000, 3.000, 4.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500 tex:'checkerboard_roughness.png' (../blend_scene/textures/checkerboard_roughness.png) a:False
- metallic 0.000 tex:'checkerboard_metallic.png' (../blend_scene/textures/checkerboard_metallic.png) a:False
- ior 1.500
- alpha 1.000 tex:'alpha.png' (../blend_scene/textures/alpha.png) a:True
- emission color (1.000, 1.000, 1.000) tex:'checkerboard_emissive.png' (../blend_scene/textures/checkerboard_emissive.png) a:False scl:(2.000, 1.000, 1.000)
- emission strength 0.200
- normalmap 3.000 tex:'checkerboard_normal.png' (../blend_scene/textures/checkerboard_normal.png) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatPrincipledHair'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatRefraction'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatSheen'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatSpecular'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatSubsurface'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatToon'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatTranslucent'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'MatTransparent'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
==== Images: 6
- Image 'alpha.png' 128x128 32bpp
- Image 'checkerboard_diffuse.png' 128x128 24bpp
- Image 'checkerboard_emissive.png' 128x128 24bpp
- Image 'checkerboard_metallic.png' 128x128 24bpp
- Image 'checkerboard_normal.png' 128x128 24bpp
- Image 'checkerboard_roughness.png' 128x128 24bpp