3D Assets Requirements
Last updated
Last updated
formats:
.glb
(recommended)
.gltf
.fbx
.obj
model-units: meters
materials: PBR roughness metallic
uv maps:
tiling uv maps
material atlas
unwrapped uv maps
file coordinate system:
The glb
format contains all files for a given model including texture maps. If you choose this format you just have to upload the .glb
file.
In case you choose another format make sure to include all necessary files like texture maps along with the 3d model within a zip
file and upload this.
information gltf/glb format
Version 2.0 (see specification for details)
Supported extensions
Texture transforms (
KHR_texture_transform
)Unlit materials (
KHR_materials_unlit
)
formats:
.obj
(recommended)
.ply
.crt
model-units: millimeters
materials: need to be uploaded/created separately (more information)
uv maps:
the uv space units are treated as 0 to 1mm
real world scale
the correct scaling is done later in the material settings and or roomle script
Must-have
Manifold meshes.
Correct and consistent up* and forward-axis.
Recommended
Quads and triangles only.
Keep the pivot/center point in the lower center of the object’s bounding box.
Keep the root transform at the scene’s origin with no rotation or scaling applied.
Back-facing polygons are culled (only one side is visible) keep that in mind.
Objects can contain multiple materials and sub-objects in a hierarchy.
Sub-objects of the same material should be merged/joined together to save draw calls at runtime.
Must-have
Whenever textures are applied, correct UV layouts have to be provided. For til
For configurable objects the UVs must be scaled according to Rubens Configurator specifications
Recommended
If the object uses specular shaded materials, normal maps or reflections provide either custom tangents or a UV map to make sure the specular highlights are consistently correct.
UV requirements for the Rubens Configurator:
In Roomle one UV unit equals to 1 mm on the model. To achieve this, lay out the UVs in a way that a texture map with a size of 1 x 1 mmis mapped onto the object in its correct size.
You may provide textures for the following channels
diffuse (with or without alpha channel)
normal
metallic
roughness
occlusion
Must-have
JPEG or PNG Images
No special characters in (file) names (see Naming convention below)
Make sure the texture file paths in the 3D file are relative and correct. Otherwise they are not guaranteed to be assigned.
We automatically optimize images for real-time rendering by scaling them down and limit the total number of textures.
3D Viewer Material Configurator Product Configurator
High-quality offline rendering
Max. resolution
2048x2048
no limit
Max number of textures
12
no limit
Additional real-time notes:
Images are scaled so that the pixel size is a power of two (eg. 32, 64, 128, 256, 512 or 1024 Pixel)
A lossy image compression is applied
Keep the automatic down-scaling in