File format limits
Strongly recommended following all regulations during the production to deliver the original experience and avoid bugs.
- Vertex colors
- Morph targets and vertex animation.
- Texture filter modes. All textures are sampled linearly, with mipmapping.
- Clamp and mirror texture wrap modes. All textures use repeat mode.
- Shadow animation. Shadows are generated from the first frame.
- Transparent shadows. This is particularly noticeable for transparent geometry near the ground, which will appear very dark due to shadow falloff.
- Multiple UV sets. The converter works around this by disabling textures using secondary UV sets, which works best for the most common use case.
- Multiple animations. The converter just exports a single animation.
- Multiple scenes. The converter just exports a single scene.
- Transparency sorting. Overlapping transparent surfaces are likely to look incorrect.
- Skinned animation for vertex normals. Lighting will look incorrect for skinned models, which is especially noticeable for highly reflective surfaces (it will have a painted-on appearance). The converter attempts to mitigate this by baking normals to the first frame of animation, but it will still look incorrect.
Android SceneViewer glTF (GLB) does not support:
- Refraction, Dithered, and Additive transparency (will be converted to Blending)
- Bump map
- Clear Coat
- Subsurface Scattering / Translucency
- Post-processing Filters