Supported file formats
USDZ
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.