3D Model Specifications

Modified on Thu, 28 Mar at 4:35 PM

RemoteSpark supports sharing and viewing of 3D holographic models. Below is the information needed to upload and share accepted 3D model files using RemoteSpark. RemoteSpark does not support 3D model conversion within the application. All models to be used in RemoteSpark must be exported from model creation or conversion software as zipped .glTF 2.0 or .GLB files.


Accepted 3D Model Format

.glTF (GL Transmission Language) 2.0 and .GLB are currently the only hologram file formats that are supported in RemoteSpark. .glTF and .GLB are royalty-free common publishing formats for 3D content that minimizes processing power needed for use of the content.


To see the .glTF/.GLB file structure, a list of creation tools, content repositories, converters and exporters, optimizers, viewers, and other information, visit https://www.khronos.org/gltf/


File Size and Performance

Depending on network speeds (remember that the entire file does have to upload to the cloud, then download to the HoloLens), files below 10MB should load and render well in RemoteSpark.


10MB is not a hard limit on file size, as files larger than 50MB have rendered in RemoteSpark. Whether the file will render after it’s completed uploading to the RemoteSpark cloud and downloading to the HoloLens often depends on the polygon and textures within the model.

The lower the texture size and polygon count in the model, the faster the load time to the HoloLens will be when viewing the model.


Polygons

Recommended maximum poly count: 1,000,000
Maximum poly count for optimal performance: 500,000 (HoloLens 2)


Textures and Materials

The only textures that are supported are Albedo/Diffuse maps, which should not be larger than 1024 x 1024 and work best in JPG format. Anything larger than 1024 x 1024 or in PNG or other image formats may hinder performance in RemoteSpark. For transparency support, these can be edited through the material settings within the modeling software before exporting, but not through textures.


Colour and Lighting

When designing or exporting 3D models for HoloLens, consider the unique nature of additive displays and how that impacts things like colour, light and materials when they are rendered on the device. For further information, see Microsoft’s article on the subject.

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