# Content Creation

### Formats supported by CGI Studio  


#### 3D File Format: FBX  


While import software (Autodesk FBX SDK) supports several file formats, due to limitations of different formats, Scene Composer supports FBX import only.

#### Supported 3D Content  


- Mesh: Geometry as Array Buffer, indexed Array Buffer
- Nurb: converted to Mesh
- Patch: converted to Mesh
- Material: Ambient color, Diffuse, Emissive, Specular, Specular Power
- Light: Spot, Directional, Point
- Camera: field of View, near Plane, far Plane, aspect Ratio
- Animation: Translation, Rotation, Scaling, Visibility
- Scene Graph: Object position, deep Groups, flat Groups (i.e. linked objects)
- <span style="vertical-align: inherit;"><span style="vertical-align: inherit;">Skeleton: converted to Group</span></span>

#### 2D Image and Texture Formats  


A wide range of 2D content is supported for texture generation:

- Jpeg - .jpg, .jpe, .jpeg
- Portable Network Graphics - .png
- Graphics Interchange Format - .gif
- Truevision Targa - .tga
- Windows Bitmap - .bmp
- Tagged Image File Format - .tif
- Various others

<p class="callout info">During image export, **gamma correction must be disabled!**  
</p>

####   


### Content Creation Rules   


#### Procedural Shaders  


Procedural shaders and special hardware shaded materials are not supported by Candera and not exported by FBX plug-in. Use only textures and standard material properties like diffuse color, specular, emissive and ambient.

#### Procedural Meshes  


Procedural generated meshes are not supported by Candera and not exported by FBX plug-in. Convert your procedural generated meshes to static meshes before exporting.

#### Reflective Materials  


Reflective materials are ignored by Candera and not exported by FBX plug-in. Reflective effects have to be done by environment mapping in Candera.

#### Material Count  


Only the first material of a mesh will be considered by Candera. All other materials are ignored.

#### Animations  


A keyframe sequence cannot contain keyframes with different interpolation types. If a keyframe sequence has different interpolation types Candera takes only the interpolation type of the first keyframe into account. (linear, spline or step)

### Different Handling of 3D Coordinate Systems  


Almost every 3D DCC tool uses an own interpretation of the 3D coordinate system. Due to this mix-up of coordinate systems, it is not always possible to mix the content of this DCC tools without any problems. Here some examples:

#### Autodesk 3ds Max  


Autodesk 3ds Max uses +Z as up-vector and a right-handed coordinate system.

#### Autodesk Maya  


Autodesk Maya uses +Y as up-vector and a right-handed coordinate system.

#### MAXON Cinema 4D  


MAXON Cinema 4D uses +Y as up-vector and a left-handed coordinate system.

#### CGI Studio   


The Scene Composer and the Candera rendering engine are using the default OpenGL coordinate system which is Y as up-vector and a right-handed coordinate system.