Facebook 3D Posts
As of February 2018, Facebook offers the support for 3D posts via the glTF file format. Thus Verge3D users can now create and publish live 3D content on Facebook with 3ds Max or Blender.
Creating a 3D post on Facebook is really easy:
At first, you do an export in .glb format (.glb is the binary version of the glTF), and then drag and drop this file to your Facebook post composer.
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".
In Blender, go to "File > Export" and select the "Verge3D glTF (.glb)" option.
Now you can just drag and drop the GLB file to your Facebook post.
Afterwards you'll be allowed to choose the background to your liking. As a result, you'll get your 3D model in your News Feed.
Facebook requires your GLB to be under 3Mb in total, the smaller the better.
PBR materials 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 recommends 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 (that are not currently supported by Facebook anyway), unused vertex colors, UVs, etc.
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).