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) Skeleton: converted to Group 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 During image export, gamma correction must be disabled! 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.