Conventions
Summary Table
Blender | 3ds Max | Maya | glTF | Verge3D |
---|---|---|---|---|
Coordinate System | ||||
X - right, Y - far, Z - up | X - right, Y - up, Z - near (OpenGL) | |||
2D Textures (UV) | ||||
(0, 0) bottom left corner | ? | (0, 0) upper left corner |
(0, 0) upper left corner Image/Video/Canvas and disabled flipping |
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Normal Map | ||||
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? |
Cube Map | ||||
| Left -X | Back -Y | Right +X | | Down -Z | Up +Z | Forward +Y | |
N/A | N/A | N/A |
OpenGL: 0 GL_TEXTURE_CUBE_MAP_POSITIVE_X 1 GL_TEXTURE_CUBE_MAP_NEGATIVE_X 2 GL_TEXTURE_CUBE_MAP_POSITIVE_Y 3 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 4 GL_TEXTURE_CUBE_MAP_POSITIVE_Z 5 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ... with +X and -X swapped |
Equirectangular Map | ||||
? | ? | ? | Generic 2D texture | Depends on exported material profile |
Occlusion, Roughness, Metalness (glTF-based) | ||||
Separate RGB node AO taken from textures with "...Occlusion..." name |
Texture composed from:
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Channels of file node |
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MeshStandardMaterial/MeshPhysicalMaterial:
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Transparency (glTF-based) | ||||
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alpha value only, texture not supported | 4 component of baseColorFactor and baseColorTexture | MeshStandardMaterial.opacity, MeshStandardMaterial.alphaMap (green): |
Matrices | ||||
Post-multiplied | ||||
Quaternions | ||||
[x, y, z, w] Post-multiplied |
Coordinate Systems
Software / Standard | Default System | Handedness | Notes |
---|---|---|---|
3ds Max | Z-up | right | |
Blender | Z-up | right | |
Bullet | Y-up | right | |
Cinema4D | Y-up | left | |
DirectX | Y-up | left | |
Houdini | Y-up | right | |
Maya | Y-up | right | configurable to Z-up right-handed |
OpenGL/WebGL/glTF | Y-up | right | |
Unity | Y-up | left | |
Unreal | Z-up | left | |
Verge3D | Y-up | right |