As of February 2018, Facebook offers the support for 3D posts via the glTF file format. Verge3D users can export content from 3ds Max or Blender and publish it live in their Facebook feeds.
Creating a 3D post on Facebook is straightforward: at first, you perform export in .glb format (.glb is the binary version of the glTF), and then drag and drop this file to your Facebook post composer.
Export GLB from 3ds Max
To perform export in 3ds Max, go to the Verge3D menu and select "Export glTF 2.0".
In the file dialog, choose the export path, select "glTF binary file (*.glb)" and click "Save".
Export GLB from Blender
To perform export in Blender, go to "File > Export" and select the "Facebook GLB (.glb)" option. The generic GLB-export option "Verge3D glTF Binary (.glb)" will also work but will produce slightly less optimized files.
Compose 3D Post in Facebook
Now you can just drag and drop the GLB file to your Facebook post.
In the Facebook post composer you can also choose the background to your liking.
Check it out how it looks on Facebook: link. The source file for this model can be found in your Verge3D installation inside the "applications" folder (see below in "Starter files").
We provide a sample Verge3D project that has been configured with the necessary export settings, for both 3ds Max and Blender. The starter project contains exactly the same environment map that is used by Facebook for maximum consistency.
It can be found inside the Verge3D distribution, located "applications/fb_max" (3ds Max) or "applications/fb" (Blender).
Facebook requires your GLB to be under 3Mb in total, the smaller the better.
glTF-compliant PBR materials (3ds Max, Blender) are only supported - consider converting your materials if it is not the case.
PNG or JPEG files must be used for textures, and must be power-of-2 in each dimension (256x512 is ok, for example).
Textures can be up to 4k, although Facebook developers recommend keeping them under 2k.
Here are some recommendations on how to keep your GLB file below 3 Mb yet to have decent graphics.
Prefer JPEG textures over PNG when you don't need transparency.
Consider finding an optimal compression ratio for the JPEG files.
Clean your asset files from any unused data. This includes auxiliary objects, animation and shape keys (which are not currently supported by Facebook anyway), unused vertex colors, UVs, etc.