glTF Import/Export
Basic | Standard | Professional |
---|---|---|
- | - | O |
glTF/GLB format files can be imported into Shade3D, and Shade3D scenes can also be exported to glTG/GLB format.
Note Available in Shade3D Professional.
Main Menu File > Import> glTF(gltf/glb)...
Main Menu File > Export> glTF(gltf/glb)...
glTF Importer
- Image Gamma Correction
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- 1.0
- Set texture image gamma value as 1.0.
- 1.0/2.2
- Taking linear workflow into consideration, use inverse gamma value for the texture image.
- Inverse gamma is only valid for BaseColor and Emissive.
- Roughness/Metallic, Occlusion and Normal textures are loaded as linear without gamma correction.
- In general, default value is 1.0.
- Convert Color from Linear
- When it is enabled, the colors in the glTF are considered as linear and loaded as non-linear.
- The colors here are Base Color, Emissive Color, and Vertex Color.
- In the glTF format, colors are stored in linear format.
- If Convert Color to Linear is checked when exporting, it is recommended to check this option when importing.
- Import Animation
- Enable to load motion information for bones and skins.
- Polygon Mesh
-
- Import Normals
- Enable to load polygon mesh normals in baked form.
- When it is turned off, it will use the normals calculated internally in Shade3D.
- Angle Threshold
- Input the angle threshold of polygon meshes.
- Note Although glTF file has a parameter for normals, there is no parameter that corresponds to the limit angle in Shade3D.
- Import Vertex Color
- Enable to load vertex color information of meshes if the data contains.
The surface material will be imported as PBR material.
glTF Exporter
- File Format
-
- glb
- This format includes all assets in one binary file instead of referencing them as external.
- gltf
- Text format file(gltf), data file(bin) and texture file are stored separately.
- Asset Information
- Specify file title, author and license information.
- Title
- Specify the title of 3D model.
- Author
- Specify author name of 3D model.
- Select License
- Specify the license type: All rights reserved、Creative Commons、Public domain or Other.
- License
- Enter any text when you select Other in Select License.
- License Description Area
- Show the description of license selected in Select License for choosing the most appropriate license type.
- Source
- Specify the URLs that provide model data and other relevant information.
- Output Texture
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- Automatic
- Specify texture image format automatically according to master image format.
- PNG Format
- Output all texture images in PNG format.
- JPEG Format
- Output all texture images in JPEG format.
- Note When you specify transparency and mask parameter in texture mapping, the output image format would be PNG complusively.
- Max Texture Size
- If the size of the texture used is larger than specified, the output is resized to the specified size.
- Share Vertices of Primitive in Mesh
- Enable to share vertex information (position/normal/UV/vertex color/skin weight) in the case of multiple primitive structures in a single mesh (when using face groups).
- Output Bones and Skins
- Enable to output Bones and skins information used for boning and animation in glTF file.
- If you want to keep the file size smaller, or if you want to output the pose as it is, turn off this option.
- Output Vertex Color
- Enable to output vertex color of polygon mesh.
- Output Animation
- Enable to output the key frame information if the motion is assigned to a bone/ball joint/rotation joint + skin.
- Draco Compression
- Enable to compress the geometry data.
- Note Draco compression is for geometry only, not for animation/texture images.
- Convert Color to Linear
- The Diffuse/Emissive/Vertex color will be inverse gamma-corrected and output in a linear state.
- In the glTF format, colors are stored linearly, so it is on by default.