glTF Interface Settings
The glTF Interface Settings section under the Interface Settings tab enables you to specify settings the specific for WebGL graphics data in the glTF format. The glTF parameters for export are available under the Conversion tab, while further import parameters are available on the Interface Settings glTF Interface sub-panel.
GLTF Output Format Selector
To create a new glTF format output result (.glb or .gltf) use the Output format selector.
glTF Parameters (export):
- Binary (default) or ASCII Text output variation selector.
- Omit Default Values creates a reduced glb output, leaving viewer free to set local values.
- Export Point Sets enables export or ignores any point types.
- Export Line Sets enables export or ignores any line types.
- Export Specular/Glossiness Materials maps Phong specular values to glTF's PBR material type.
- Use Alpha Blending adds alpha transparency channel to textures to support alpha blending, may cause larger output result.
- Physical Light Power parameter controls how dim or bright glTF lights are specified, as lights use a different technique than 3D PDF.
glTF Interface Settings (import):
- Normal Mapping option provides None, Normals or Bump, to emulate the glTF normal mapping behaviour which is not available in 3D PDF, as a substitution method. OBJ format and others support NormalMap, U3D and PRC support only Bump.
- Bump Scale is a general scaling factor to control the Normal Mapping to Bump effects during import.
- Fake Ambient Occlusion can be enabled to provide additional processing to emulate Ambient Occlusion through low-intensity ambient material colour. The 3D PDF conversion does not support the OcclusionTexture from glTF, so it can be "Faked": AmbientTexture and OcclusionScale are used as texture intensity values. Also if 3D scene has AmbientTexture and the output format is gltF it will use OcclussionTexture.
- Occlusion Scale is a weighting factor for Ambient Occlusion.
Use sRGB Conversions:
The glTF specification states that color vectors are always stored in linear RGB color space, however textures are in sRGB. The PDF format expects colors in sRGB color space.
For glTF export: true: colors are converted from sRGB to linear color space then stored in glTF; false - no conversion is applied.