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Editing 3D Object Export Settings

Editing 3D Object Export Settings

Settings

A description of the settings follows. The image that follows may differ slightly, depending on the version you are using.

3dex-panel-2023.1.png

You can configure the settings for the exported 3D object as required, as detailed in the following table.

Not all properties described below are supported by all available 3D formats. The properties that are displayed and available for selection depend on the chosen 3D format.
Label Description

1

3D Camera Views

3D Camera Views

Use these settings to:

2

Presets

  • Click Click to display saved setttings to display a list of saved export settings.

  • Click the name of the saved settings you wish to use.

For more information, refer to Saving Export Settings.

3

3D Format

Click Click to display saved setttings to display the available types of file format for the exported 3D object. You may select one of the following:

  • Autodesk FBX (fbx) - For more information, refer to Editing 3D Object Export Settings.

  • Browzwear PBR FBX (fbx) - For more information, refer to PBR Support.

  • Browzwear 3D Object (bwo) - For more information, refer to BWO Viewer.

  • Datasmith (*.udatasmith) - Format for use with the Unreal Engine available with version 2021.1 and newer.

  • GLTF v2 (gltf) - For more information, refer to glTF Support.

  • OBJ (obj)

  • V-Ray Scene (vrscene)

FBX Formats

  • Browzwear PBR FBX is a custom FBX format that includes PBR parameters and exports all PBR maps.

  • Autodesk FBX format supports only Phong Shading.

  • Rendering directly from VStitcher or Lotta to Blender requires no special preparation.

  • However, if you want to import a Browzwear PBR FBX file into other software, you need to write a script for the file to be read properly.

4

Avatar

Select Include Avatar to include the avatar in the exported 3D object.

  • If selected, the avatar is displayed in the Preview window.

  • If cleared, the avatar is not displayed in the Preview window.

5

Geometry

  • Garment Outside - always selected and read-only

  • Garment Inside - select to export the inside of the garment

  • Garment Thickness - select to export the thickness (if any) of the pattern pieces

  • Scale - select the appropriate scale from the available settings

6 Quads Topology

This feature provides the users with the option to export 3D garments with quads topology. Quads topology makes the process of defining and selecting areas easier for editing and simulating purposes.

Note that to use this feature, it is recommended to use garments with Enhanced Layer Blending enabled.

The following image shows the difference in garment grids when quads topology is enabled.

Quads topology on/off

 

 

  Weld Stitches

This feature allows users to weld garment geometries in stitches from edge to edge into a unified object. When the garment is exported and edited on third party software it will stay intact and not break into multiple garment pieces, which saves time and effort when simulating a garment using different softwares. (This feature is available for garments only, it does not include avatar or accessories which would be exported as separate objects).

The following image shows garment behavior when weld is on/off.

Weld stitches on/off


7

Textures

  • Baked Textures - (formerly Layout UV) - select to bake all textures in the garment as a single texture. If selected, File Format property is enabled.

    • File Property - select either PNG or TIFF, or for glTF output, select either PNG or JPEG.

  • Original Textures (Tiled) - (formerly Native UV) - select to export the original VStitcher/Lotta textures. If selected, Embed Colors property is available for selection.

    Note 1: If your garment uses Enhanced Layer Blending, Original Textures is disabled. To use Original Textures you must first disable Enhanced Layer Blending.

    Note 2: If using a version older than 2021.1.1 and the chosen 3D format is GLTF v2 (gltf), Original Textures is disabled and cannot be enabled. In these older versions, this format only supports baked textures.

    Note 3: If using Datasmith (*.udatasmith) , Original Textures (Tiled) is only enabled if the file has Enhanced Layer Blending turned off.

    • Embed Colors - select to have the color embedded in the texture image. If cleared, color is kept separate from the texture image.

  • DPI - DPI (resolution in dots per inch) to be used. The default is 150. The higher the DPI, the higher the resolution quality.

  • Pixels - only available when Single UV Layout For All Pieces is enabled

    The default value is derived from the DPI setting. By default, the width and height are dynamically linked.

    Note: If Single UV Layout For All Pieces is set to:

    • Square (0-1), changing the width automatically sets the height to the same value, and the other way around.

    • Bounding Box (2D Window), changing the width automatically sets the height to the appropriate value required to maintain the aspect ratio of the bounding box, and the other way around.

 

8

UV

  • Single UV Layout Per Piece - select to create a single texture image for each pattern piece. If selected, Keep Proportions and Stretched are enabled.

    • Keep Proportions (0-1) - select to maintain image proportions, while filling as much of the display space as possible.

    • Stretched (0-1) - select to have the image stretched to fill the display space

    • Tiled Textures - selected by default when Original Textures (Tiled) is selected. Otherwise, disabled.

  • Single UV Layout For All Pieces - select to create a single texture image of all pieces grouped together. If selected, Square and Bounding Box are enabled.

    • Square (0-1) - if selected, the output is in a square and is not constrained by the bounding box of the 2D window. Note that the output layout, however, matches the layout in the 2D window.

    • Bounding Box (2D Window) - if selected, the output uses the bounding box of the 2D window. Note that the output layout matches the layout in the 2D window.

Pack UV

The Pack UV option provides the ability to use the 2D window grid space economically to achieve higher resolution when a 3D garment or object is exported. The pieces are considered to exist inside bounding boxes in the 2D window, then, considering the space each bounding box occupies, the pieces are packed together in a way that uses as less grid space as possible.

The following images show the different arrangement of pieces with and without economizing the 2D space. The images also show the difference in texture resolution as a result of using the Pack UV feature.

Pack UV off Not using the Pack UV feature

Pack UV on Using the Pack UV feature

9

FBX Settings
  • FBX Version - select the appropriate version which is compatible with your third-party 3D software from the available settings.

    • 2018

    • 2016/2017

    • 2014/2015 (default)

    • 2013

    • 2012

    • 2011

    • 2010 or lower

  • FBX Type - select the appropriate type from the available settings

    • Binary (default)

    • Ascii

10

Advanced Settings

Toggle Click to display the settings to display the available settings.

Advanced settings

  • Up Axis - select Y or Z.

  • *Use Material Names - selected by default. Adds the name of each pattern piece to the geometry exported in the file. If cleared, material names are not exported.

  • Use Pattern Pieces Names - cleared by default. Select to add the name of each pattern piece to the geometry exported in the file. If cleared, piece names are not exported.

  • *Convert BMP to PNG - select to convert BMP to PNG.

  • Zip Export - select to have the exported 3D object file in ZIP format.

*Note: Disabled if either Single UV Layout Per Piece or Single UV Layout For All Pieces is selected.

Click Reset to default to reset all the advanced settings to the default settings.

11

Colorways

Select the colorways you want to include:

  • Click a colorway to select it, or

  • Click Select All to select all colorways.

Multipack (Combine into a Single File)

Only enabled when there are two or more colorways selected. Select to have the images for all colorways included in one file.

12

GLTF Settings

Note: Only displays if 3D Format is GLTF.

  • GLTF Type

    This option is set to JSON (glTF) and is read-only.

  • Alpha Mode

    The alpha rendering mode determines the interpretation of the alpha value of the main factor and texture.

    Click Click to display the available settings to display the available settings, then click to select the one you want to use.

    • OPAQUE - the alpha value is ignored and rendered output is fully opaque.

    • MASK - depending on the alpha value and alpha cutoff value, the rendered output is fully opaque or fully transparent.

    • BLEND - default value. The alpha value is used to composite the source and destination areas and the rendered output and background are combined using the normal painting operation.

    Note: You may need to experiment with the Alpha Mode setting to achieve the best results with the viewer you use.

  • PBR Model

     

    Click Click to display the available settings to display the available settings, then click the PBR model you want to use.

    • Specular/Glossiness

    • Metallic/Roughness

  • Texture Compression

    2023.1 and newer

    Select the Texture Compression option to save a compressed file for less uploading time when rendering, without any noticeable change in the quality of the render results.

    Note that this option is only available for GLTF format.

For additional information, expand the following:

 

© Browzwear Solutions Pte. Ltd. 2018-2023. All rights reserved. Legal Notices.

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