Cinema 4D Basic Features Configuration Preferences Import/Export
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

glTF Export Settings

glTF Export Settings

glTF Export Settings

Our robot from the Content Browser in a glTF viewer.

glTF (gl Transmission Format) is a free file format for 3D scenes and models. It was developed by the Khronos Group (, a consortium of graphics companies - who also developed Collada. glTF is optimized for the efficient transmission and loading of 3D content that is used for real-time applications online (e.g., for use on Facebook and other social media).

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.,

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


These Cinema 4D material settings are transmitted to the glTF settings that are defined. Don’t be surprised if the materials look different in the Cinema 4D Editor.

glTF materials adhere to a physically correct approach (’metallic roughness’) that is similar to a Physical material (New PBR Material) in the Reflectance channel (however, only 1 layer can be used!).

In short, this means that glTF generally requires 3 settings that are extracted from a Cinema 4D material as follows (always incl. any defined textures and the respective Strength settings):

If you load a texture into the Color or Reflectance channel, Multiply will be exported as the Mix Mode, whereby only the corresponding Brightness and Mix Strength will be evaluated. You should define these settings accordingly so you have a realistic preview in Cinema 4D of the colors that will be exported.

In addition, the following textures will be transmitted from Cinema 4D to glTF (and if useful, incl. the respective Strength setting that is defined):

The Transparency material channel uses the Brightness setting to simulate transparencies in glTF (the color comes from the Color channel or the Reflectance channel). This is simulated internally using the Alpha channel - refractions are therefore not supported. However, this only works with simple objects - ones that themselves don’t overlap in the angle of view - since display issues can otherwise be encountered.

Under you will find several interesting details about the Metallic Roughness workflow. We also need to mention that metal that is covered with a color or other material is not metal with regard to rendering.

Remarks and Limitations