Feature Matrix#
Category |
Feature |
Description |
---|---|---|
General |
Desktop application |
Support for Windows 10, Linux Ubuntu 20.04 and MacOS 10.14 or later. |
Versioning |
User is informed, when a new version is available. |
|
Customization |
Adapt custom Gestaltor persistent settings in the preferences. |
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Adaptive windowing system |
Change window layout and visible widgets. |
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Drag & drop or double clicking |
Drag & drop glTF files into Gestaltor from the filesystem or open them by just double clicking them. |
|
Store glTF or glb |
Any glTF can be stored in glTF or glb as the delivery option. |
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Sample asset included |
The visual editor comes with a sample scene including punctual lights. |
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Sophisticated input system |
Input is possible via keyboard, mouse and tablet. |
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Recent file list |
Gestaltor is managing the recent file list of opened glTF. |
|
Support of latest glTF extensions |
KHR_draco_mesh_compression |
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KHR_lights_punctual |
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KHR_materials_clearcoat |
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KHR_materials_emissive_strength |
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KHR_materials_ior |
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KHR_materials_iridescence |
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KHR_materials_sheen |
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KHR_materials_specular |
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KHR_materials_transmission |
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KHR_materials_unlit |
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KHR_materials_variants |
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KHR_materials_volume |
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KHR_mesh_quantization |
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KHR_texture_basisu |
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KHR_texture_transform |
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KHR_xmp_json_ld |
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KHR_materials_pbrSpecularGlossiness (Archived) |
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KHR_animation_pointer (Draft) |
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KHR_audio (Draft) |
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3D Commerce certified |
Official 3D Commerce certification by the Khronos Group. |
|
Export To USDZ |
Export the current glTF file to USDZ. |
|
Viewing |
Choose desired background for rendering |
Background color can be changed or the used environment. |
Choose desired background blurriness |
Background environment map can be visualized with a defined blurriness value. |
|
Custom image based lighting |
Turn on and off image based lighting. Add own environment for lighting plus tweak intensity and front face. |
|
Custom exposure value |
Specified exposure value is applied in a postprocessing step. |
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ACES tone mapping |
Different ACES Filmic Tone Mapping algorithms can be applied in a postprocessing step. |
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100% glTF features |
All glTF 2.0 features are used and unknown glTF properties are not lost. |
|
Viewport user interaction |
Orbit rotating, panning, zooming and flight mode camera. Orthographic and perspective view. |
|
Viewport grid and origin axes |
A viewport grid and origin axes help to estimate distances and support spatial orientation. |
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Orientation Gizmo |
An orientation gizmo that allows the positioning of the viewport along the principale axes for precise editing. |
|
Create renderings from the command line |
A command line interface that allows rendering glTFs. Supported file formats: PNG and JPEG. Specify a scene, glTF camera or custom camera, resolution, background color and IBL map. Render one or multiple animation(s) in full length or for a specific number of frames at any frame rate. |
|
Viewport resolution presets |
Set the viewport to the aspect ratios of various smartphones and tablets. |
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Display Bounding Boxes in the Viewport |
Display the bounding box of meshes in the viewport. |
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Display Joints in the Viewport |
Display the joints of a skin in the viewport. |
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Skinning and Morphing |
Support for complex assets consisting of a high number of morph targets/joints/weights including texcoord and color morph target attributes. |
|
Inspecting |
Viewport picking |
Highlight and select the glTF primitive by viewport picking. Selected object is highlighted by outlines. |
All glTF properties exposed |
All glTF properties are visuall exposed 1:1 in the inspector. |
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Node information with decorations icons |
Preview in the hierachy widget, which glTF objctes like a camera or light are attached to the node. |
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Show and hide nodes and meshes |
Hide and unhide glTF elements global or local to better inspect your glTF. |
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Shaded/wireframe mode for meshes and primitives |
Inspect the structure of meshes to understand their complexity by showing them in wireframe mode. |
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Material debug views |
Inspect individual contributions of material properties to better understand the overall efffect (e.g. Clearcoat, iridescence thickness). |
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Turn on/off rendering of extensions |
Turn off extensions to get a visual preview for renderers without support for the respective extension. |
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Create screenshots from your rendering |
Create screenshot from current view, which can be stored either as a PNG or JPEG. |
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Turn on/off skinning and morphing |
Skinning and morphing can be switched on/off. |
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Editing |
Edit using the GUI or the rendering viewport |
Edit directly in the GUI or switch to the dedicated editor mode of the viewport. |
Undo and redo |
Undo and/or redo your latest changes inside glTF. |
|
Typical copy, paste, add and remove functionality |
Gestaltor provides typcial functions known from other DCC tools. |
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Import images/textures |
Import png, jpg, ktx2, tga, and bmp images to enhance the scene with new materials and required textures. |
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Import scenes |
Import 3ds, dxf, obj, ply, fbx, stl and x3d files. |
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Import PBR materials |
Import PBR images to a glTF 2.0 material. The tool is converting the stored PBR information by analyzing the file names. |
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Visualization of lights and cameras |
Lights and cameras are visualized in the viewport for improved editing of hidden objects. |
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Generate camera from current view |
Generate and use a glTF camera from your current view. |
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Change Animation target |
Existing animations can be used with different nodes or none at all. |
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Generate mesh tangents |
Mesh tangents can be generated. |
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Generate index buffers |
An index buffer can be generated by identifying similar vertices. |
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Change a node transform’s storage mode |
Store a node’s transform as TRS components or as a matrix. |
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Store all compatible node transforms as matrix or TRS |
Store all compatible node transforms as TRS components or as a matrix. |
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Remove all instances of a specific extension |
Remove all instances of an extension in the whole glTF via the menu bar. |
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Generate thickness map |
Generate a KHR_materials_volume thickness map for a primitive. |
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Delete mesh primitives |
Remove specific primitives from a glTF mesh. |
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Viewport translate, rotate and scale in local space |
Toggle between local and global space for viewport transform controls. |
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Apply KHR_texture_transform to all textures |
A KHR_texture_transform can be applied to multiple textures for convenience. |
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Edit rotations using euler angles |
Inspector allows to toggle between quaternion and Euler representation of rotation. |
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Generate basic Animation |
Generate animations like movements or rotations. |
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Generate basic Meshes |
Generate meshes like spheres, cubes, planes, discs and tori. |
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Modify textures by integrating external tools |
Edit textures with your preferred tool and inspect modifications directly in the viewport. |
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Convert specular-glossiness to metallic-roughness |
Convert specular-glossiness material properties (archived extension) to metallic-roughness properties. |
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Edit glTF asset properties |
Edit field for copyright in glTF asset properties. |
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Edit morph target weights |
Edit morph target weights of meshes manually. |
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Create empty Scene |
Start with an empty scene and import or create all relevant assets. |
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Copy and paste color values in Inspector |
Allows to copy/paste color values in Inspector in multiple formats. |
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Generate texture coordinates |
User can generate/replace texture coordinate attributes. |
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Import JSON LD files |
Import JSON LD files as xmp packets. |
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Optimizing |
Remove Attributes of a Primitive |
Attributes of a Primitive like Normals, Tangents, Color, and TexCoord can be deleted. |
Reduce the number of triangles and vertices. |
The number of vertices can be reduced by merging vertices by distance. By using a Quadric-based mesh simplification, the number of triangles can be reduced with minimal decline in quality. |
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Compress mesh and its primitives |
Compress the primitives using the Draco compression. Quality can be adapted in the preferences menu. Changes are visible in the viewport. |
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Change image size and image type |
Convert between PNG, JPG and KTX2 or resize the images to optimize file size vs. quality. |
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Change image storage format |
Image data can be stored inside the glTF, in one binary buffer or in separate image files. |
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Change KTX2 compression and supercompression scheme |
Convert between different KTX2 compression and supercompression schemes that are supported by the glTF specification. |
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Optimize animations |
Optimize file size of animated assets by automatically detecting and removing redundant keyframes. |
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Store minified glTF file |
Reduce the file size of glTFs by storing an optimized JSON file. |
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Automatic glTF clean up |
Removes automatically unused glTF objects. |
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Automatically compress or uncompress all meshes. |
Each mesh can be either stored compressed or uncompressed individually. For convenience, this can be done for all meshes in the scene at once. |
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Automatically set storage format of images and accessors |
Images and binary data can be stored either inside the glTF or in an external file. This feature allows to easily set the storage type. |
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glTF data statistics |
Gather glTF file size during your optimization steps. |
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Automatically delete unused texcoord attributes |
Unused texture coordinates are detected and removed. |
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Automatically reduce polygon count of the primitives |
Cluster vertices and/or decimate mesh. |
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Automatically remove sparse accessors |
Sparse accessors are converted to non sparse accessors and removed. |
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Automatically remove empty nodes |
Empty nodes are removed automatically. |
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Automatically remove all names |
Remove names to reduce file size or obfuscate the asset. |
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Automatically convert specular-glossiness to metallic-roughness |
Convert all specular-glossiness material properties (archived extension) to metallic-roughness properties. |
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Save statistics as CSV |
Save the statistic widget data as CSV file. |
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Delete all animations |
Clear the asset from all animations. |
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Display extents of geometry |
The mesh inspector displays extents and min / max values of its primitives combined. |
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Split primitives into several meshes |
Split primitives of a mesh to each become their own separate mesh. |
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Apply Transform |
Apply the node transform (rotation, translation, scale) to the geometry data of a mesh. |
|
Composing |
Merging multiple glTF |
Merge partially one or more glTF into one glTF. |
glTF creation |
Create new glTF elements like nodes in the scene. |
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New visual arrangement |
Transform glTF nodes with their meshes, camers and lights within the viewport. |