Shade3D Help (Contents)

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
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
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.

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