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What are your 3D file requirements?
What are your 3D file requirements?
Christopher John avatar
Written by Christopher John
Updated over a year ago

Supported file formats

  1. USDZ

  2. GLB (compliant with GLTF 2.0 standards)

General file guidelines

  • Single-file Packaging:

    • Ensure all textures, materials, and maps are included in a single file to prevent missing resources during rendering.

  • PBR Materials Support:

    • Leverage Physically-Based Rendering (PBR) for realistic materials

    • Transmission for transparency effects.

    • Clearcoat for glossy finishes.

    • Volume for depth and density effects.

    • IoR (Index of Refraction) for refractive materials like glass.

    • Common texture maps: roughness, normal, thickness, and others.

  • Alpha Blending Settings:

    • If use Alpha Blending for Transparent materials, please use proper settings to render correctly alongside other objects

    • Check the depthWrite and depthTest to ensure objects render in the correct order relative to the camera.

  • Glass and Liquid Materials:

    • Use double-sided materials for labels or graphics on transparent surfaces to ensure visibility of the interior when viewed through glass or liquids.

    • Limit double-sided rendering to necessary elements to optimize performance.

  • Lighting:

    • No need to include punctual lights; the platform provides its own lighting setup.

  • Transformation

    • Ensure the model’s orientation and scale are consistent for uniform appearance across the platform.

  • GLB Mesh Structure

    • Separate meshes based on their assigned materials.

    • Isolate transparent elements to improve rendering quality and reduce processing time.

    • Organize all meshes under a single Root (empty parent) node. This structure ensures compatibility with the platform’s renderer.

Limitations and considerations

  • Geometry:

    • Models should not exceed 50,000 triangles for optimal performance on WebGL-based viewers.

    • Aim for lower triangle counts for smaller objects or secondary elements.

    • Avoid dense meshes; simplify where possible using LOD (Level of Detail) techniques.

  • Texture Resolution:

    • Use textures with a maximum resolution of 4096x4096 (only if it’s necessary).

    • For less prominent assets, consider resolutions of 1024x1024 or lower.

  • Material Complexity:

    • Limit the number of unique materials to avoid excessive draw calls.

    • Reuse materials where applicable.

  • File Size:

    • Ensure the final file size is under 20 MB for efficient loading on client-side web applications.

    • Larger files may negatively impact performance and loading times.

  • Maps and Effects:

    • Limit the number of maps per material (e.g., normal, roughness, and metallic maps) to maintain performance.

    • Avoid overly complex shader nodes or material setups that may increase rendering time.

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