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
Generally you should upload objects with a simple structure. More complex objects must be prepared separately.
In total, the uploaded object may contain a maximum of 100,000 polygons.
Additional content such as animations, vertex colors, cameras or lights will be ignored or lead to the processing being cancelled.
The following object structure is required:
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Main object
- Optional: Shadow object
- Optional: Plane object
- Optional: Label object
- Optional: Glass object
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Main object
-> Main object
The main object is the main element of the given file. It can be supplemented with subobjects.
The main object contains the important materials and textures.
-> Shadow object
Generally, a separate shadow is created for each uploaded object. However, if you don't like it, you can provide your own shadow texture.
Besides the shadow object ("_shadow" at the end of the name) you need:
- a shadow material (PBR) that ends in "_shadow" in its name,
- a shadow texture inside it that also ends in "_shadow" in its name.
If all these requirements are met, the uploaded shadow is used. If the uploaded shadow information is incomplete, an automatic shadow is generated.
-> Plane object
A Plane object can display different content in the Space viewer. It must be marked accordingly with the addition "_plane" at the end of the name.
Multiple Plane objects are possible and are numbered consecutively. E.g. "_plane1", "_plane2".
Plane objects do not require materials.
-> Label object
If you want an object to act as a text field in the Space viewer after uploading, add the name suffix "_label" to the end of the name.
Currently, only one label object is allowed.
Label objects do not need materials
-> Glass object
Every object that is supposed to represent glass or a similar transparent material must be marked with the addition "_glass" at the end of the name.
Currently, only one glass object is possible.
The original material of the glass object will be exchanged in the course of processing.
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. |
Object with two texture coordinate layouts. |
Materials
Materials are assigned to the object structure described above as follows:
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Main object -> Main material
- Optional: Shadow object -> Shadow material
- Optional: Plane object -> Plane material
- Optional: Label object -> Label material
- Optional: Glass object -> Glass material
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Main object -> Main material
Materials must be provided for each object.
-> Main material
The main material contains all the main textures that describe the appearance of the 3D model. These include:
- Diffuse, Albedo map
- Optional: Normal map
- Optional: Roughness map
- Optional: Metallic map
- Optional: Reflectivity map (consists of Roughness and Metallic map)
- Optional: Emission map
The main material must be a PBR material (PBR-Metallic/Roughness). In addition, the main material can be
different single materials.
-> Shadow material
Generally, a shadow is created for each uploaded object. However, if you don't like it, you can provide your own shadow texture.
Besides the shadow object ("_shadow" at the end of the name) you need:
- a shadow material (PBR) that ends in "_shadow" in its name,
- a shadow texture inside it that also ends in "_shadow" in its name.
If all these requirements are met, the shadow provided will be used. If the uploaded shadow information is incomplete, an automatic shadow is generated.
-> Plane material
An optional plane material can be provided. It is replaced during the automatic platform optimization and is used to label objects that later contain a display whose content can be replaced, e.g. screens.
-> Label material
The label material is used to include text after the object is uploaded. Just like the plane material, the label material is replaced in the course of processing.
-> Glass material
If an object is provided with glass material, it should be labeled as glass material.
Textures
The following textures are supported:
- Diffuse, Albedo map
- Normal map
- Roughness map
- Metallic map
- Reflectivity map (consists of Roughness and Metallic map)
- Emission map
These textures must be assigned to the material of the main object. Textures in subobjects are usually ignored (with the exception of the shadow texture). It is recommended to provide textures in at least 1k resolution, ideally 4k but maximum 8k.
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 two separate grayscale images or as a combined RGB image with the roughness in the green channel and the metalness in the blue channel (red channel is not used).
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