3D model requirements

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To upload a 3D model to rooom, it has to meet certain requirements.
In this article you will learn about these requirements.

If you already have 3D data, you can upload it directly into our platform. However, it is important to note that there are many different standards in the world of 3D content. Fortunately, with rooom you have a flexible partner at your side who can handle most formats well.

If you are having problems uploading your 3D model, it probably does not meet the requirements listed here. In this case you can order an optimization for our system -> Click here for more information.

Alternatively, you can adjust your 3D model yourself according to these requirements:

     

    File formats

    All 3D data must be provided in software-independent formats. The .glb file format is particularly well suited, as no separate materials have to be uploaded here. In general, the following formats are supported in our system: .glb.gltf.obj (+.mtl) and .fbx.

     

    Objects and Meshes

    In general, you should upload objects with a simple structure. However, complex objects are also supported but may result in longer processing and loading times. In general, the larger the upload, the more resources, including hardware, are required.

    • The uploaded object must contain no more than 100,000 polygons in total.
    • Animations are partially supported but may cause issues during processing or display. If one of your animations is not uploaded correctly, let us know.
    • Vertex colors are supported.
    • Additional content such as cameras or lights will be ignored or cause processing to fail.
    • No specific structure is required for your uploaded objects; you only need at least one object in your file.

     

    Texture coordinates layout

    Each object provided must have texture coordinates. A maximum of two texture coordinate layouts are supported (more are ignored):

    The first layout is used for mapping the provided textures. If a second texture layout is used, the texture coordinates may be outside the UV boundaries (0,0) and (1,1) and overlap.

    The second texture layout is used to display the Ambient Occlusion Map and the automatically generated shadow. They must neither overlap nor lie outside the UV boundaries (0,0) and (1,1).

    Example:

    Object with one texture coordinate layout.
    UV coordinates are within the limits (0,0) and (1,1) and do not overlap.

    Object with two texture coordinate layouts.
    Layout UVMap is outside the boundaries (0,0) and (1,1). In addition, there is a second texture coordinate layout UVMap.001 which is inside the boundaries (0,0) and (1,1).

     

    Materials

    The objects in your uploaded file may have materials to influence their appearance. If an object has no material, we will automatically assign a light gray material.

     

    Textures

    The following textures are supported:

    • Diffuse, Albedo texture
    • Normal map
    • Roughness map
    • Metallic map
    • Reflectivity map (consisting of Roughness and Metallic map)
    • Emission map

    Provide textures in the Metalness/Roughness model with separate textures for base color, normal, roughness, and metalness. Please provide the Metalness and Roughness textures as either two separate grayscale images or a combined RGB image with roughness in the green channel and metalness in the blue channel (the red channel is not used).

    Ensure that textures are present outside your usual working environment in the 3D model. Missing textures or texture assignments cannot be reconstructed.

    Open the file in our QuickLook tool (QuickLook - View glTF, glb, obj, and babylon files). If textures are missing there, you can assume that they were not correctly assigned in the 3D object and will not be displayed properly after uploading to our system.

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