glTF Export Settings

In addition, many 3D engines such as Unity and Unreal can import this format. The Cinema 4D glTF exporter exports the Cinema 4D scene in the formats *.glft and glb, which are designed for use on all platforms with glTF support. You can test them by loading them in any one of the freely available glTF viewers online (e.g., https://gltf-viewer.donmccurdy.com).

In addition to geometry, cameras, textures (these are coded in the file) and animations can be exported.

Materials

Standard/Physical Renderer

Detailed information about how to use metal materials in Cinema 4D and how to set up metal materials for export in interactive applications can be found on this page.

Remarks and Limitations

  • Due to slightly different material concepts, Cinema 4D and glTF will produce different looks. Note the items described under Materials (in particular the Reflectance channel). You will most often have to make adjustments to the material!
  • When exporting textures, the Interpolation in the Preferences menu will be used with regard to texture interpolation.
  • If you get an error message in the glTF viewer resulting from glTF scenes exported from Cinema 4D, this will most likely be unproblematic because the scene will probably be displayed correctly.
  • Node materials (Standard/Physical renderer) are not supported.
  • In glTF, textures must have the same aspect ratio for Reflectance Strength and Roughness Strength because they will be coded in a single bitmap on export. The same applies for textures for Color and Alpha.
  • When selecting a file name, scene name.gltftemp" will first be assumed. This name will be given the correct extension when it's actually saved (and overwrite warnings prevented).
  • Various materials on different polygon selections of the same object are supported. Internally, the selections will be subdivided into separate objects.
  • When exporting, avoid assigning different materials to polygon objects to which joint animations are attached. The joint setup will not work correctly.
  • The exported animation length orients itself to the Time Min and the Max Time setting in the Project Settings menu.
  • : PLA (Point Level Animation) Unnormalized or Zero Weighted points are not supported by glTF. Workaround: In case you need points that are not deformed, please weight them to a Root Joint (dummy joint) before you export it to glTF.
  • Light sources neither supported for export nor for import.

Redshift

Redshift Materials are exported analog to the materials of the Standard/Physical Renderers. These are the Redshift material channels Base Color, Opacity/Transmission Color (whereby opacity has preference over transmission), Metalness, Reflection, Roughness, Overall Tint (is coded in the red channel of the fITF Occlusion Map), Normal Map (in as far as these are defined as Tangent Space Normal), Emission Color.

Since Redshift supports the Metalness material definition by default you will find several additional details for exporting under Exporting Metalness Materialis.

Also note for Redshift materials: Due to slightly different material concepts, there will be visual differences between Cinema 4D and gITF results.