The Complete glTF to PRC/U3D Conversion Guide

August 05, 2025

General Information

This guide is part of the RapidPipeline 3D Formats Knowledge Database. It shows how to convert glTF to PRC/U3D, if you'd like to know more about the formats, please check out the following links:

Converting and Optimizing glTF Files to PRC/U3D

RapidPipeline can import glTF files, but currently doesn't support exporting to PRC/U3D format yet.

If you specifically need PRC/U3D export functionality for your workflow, please feel free to get in touch with us - we'd be happy to discuss your requirements and potential timeline for adding this export capability.

If you need, you can import PRC/U3D files and convert them to any of these 8 formats: FBX, glTF, OBJ, PLY, STL, USD, USDZ, and VRM.

In the meantime, you can explore other options on the 3D Formats Knowledge Database, which might serve as suitable alternatives for your workflow depending on your target applications and use cases.

What are glTF and PRC/U3D files commonly used for?

The glTF file is a format mostly used for interactive 3D, on the Web and elsewhere (e.g., in XR).
The PRC/U3D file is a format mostly used for 3D data embedding in documents and technical publishing.

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Comparison of Features Supported by glTF and PRC/U3D

FeatureSupported by glTFSupported by PRC/U3D
Morph TargetsYesPartial0
Rigid AnimationsYesYes
Skinned AnimationsYesPartial1
AnimationsYesYes
Free-Form SurfacesNoYes
Geometry CompressionYesYes
Quad MeshesNoYes
Basic 3D GeometryYesYes
PBR MaterialsYesNo
Transparent MaterialsYesYes
Vertex ColorsYesYes
MaterialsYesYes
Scene CompositionNoYes
Hierarchical Scene GraphYesYes
Scene NodesYesYes
Standardized FormatYesYes
Embedded TexturesYesYes
Multiple UV ChannelsYesYes
Normal MappingYesPartial2
Procedural TexturesNoNo
Texture CompressionYesPartial3
Texture TransformsYesYes
TexturingYesYes

0 - Simple morphing capabilities
1 - Basic skeletal animation support in U3D
2 - Limited normal mapping support
3 - Basic texture compression for document embedding

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Limitations of glTF Files to PRC/U3D Conversion Workflow

The following limitations should be taken into account when converting glTF files to PRC/U3D format:

glTF Feature (not supported by PRC/U3D)Limitation Details
Texture Compression

Texture Compression Support:

glTF: Full support | PRC/U3D: Partial support

Texture Compression illustratedlack of support for Texture Compression illustrated

PRC/U3D Notes:

Basic texture compression for document embedding

Impact:

Texture compression refers to a process of compressing 2D texture images for memory-efficient rendering (and sometimes for efficient transmission). The decompression of compressed texture data is therefore performed on-the-fly during rendering, so that it never has to be stored in unpacked form, but can be kept as-is in GPU memory. Formats supporting texture compression methods, such as the ones offered by glTF through KTX2 containers, therefore allow 3D models to use a smaller memory footprint on the client device during rendering. This can speed up rendering time, and also make it possible to store and use larger amounts of texture data than it would otherwise be possible.

Normal Mapping

Normal Mapping Support:

glTF: Full support | PRC/U3D: Partial support

Normal Mapping illustratedlack of support for Normal Mapping illustrated

PRC/U3D Notes:

Limited normal mapping support

Impact:

Normal maps are used to model shading differences that are arising from small geometric details on a surface, such as fabric structures, visible gaps between bricks forming a wall, or rough rock surfaces. In this example, a normal map is used to model a fabric structure. Without support for this feature, the rendered fabric will look smoother than it actually is in the real world, as the fabric structure won't be visible.

PBR Materials

PBR Materials Support:

glTF: Full support | PRC/U3D: No support

PBR Materials illustratedlack of support for PBR Materials illustrated

Impact:

PBR materials enable Physically-Based-Rendering (PBR) for a standardized, photorealistic look of rendered images. PBR uses concepts like metallic-roughness or specular-glossiness properties and a microfacet-based modeling of the surface, using a concept called BRDF (Bi-Directional Reflectance Distribution Function). In this example, PBR materials are used to achieve realistic looking plastic and metal materials. Without support for PBR materials, only basic colors and shading can be used (for example, based on more simple shading models, such as the Blinn/Phong model).

Skinned Animations

Skinned Animations Support:

glTF: Full support | PRC/U3D: Partial support

Skinned Animations illustratedlack of support for Skinned Animations illustrated

PRC/U3D Notes:

Basic skeletal animation support in U3D

Impact:

Skinned animations are commonly used for 3D character models in interactive applications, such as games or virtual worlds. They make it possible to easily animate the 3D model using a helper structure based on virtual bones, composing a virtual skeleton for animation control. In this example, a skinned animation is used to pose a 3D character. Without support for skinned animations, the 3D model will remain in its default pose, such as the default T-pose.

Morph Targets

Morph Targets Support:

glTF: Full support | PRC/U3D: Partial support

Morph Targets illustratedlack of support for Morph Targets illustrated

PRC/U3D Notes:

Simple morphing capabilities

Impact:

Morph Targets, or "Blend Shapes", are commonly used to animate facial expressions and soft surfaces, for example cloth under a cloth simulation. They model various states of the animations with different vertex positions. In contrast to skinned animations, morph targets do not use any virtual bones, but work solely on the vertex data. In this example, a facial animation is achieved through morph targets. Without suport for this feature, in this example, the face will not show the animation.

What's the best way to get glTF files into my 3D applications, and are there alternatives to using PRC/U3D?

Doing 3D conversion right, especially at scale, can be tricky, as 3D data is in general a rather complex (yet very powerful!) medium. This also applies to glTF and PRC/U3D files - the conversion guide above provides a rough first idea about that. Once you know what you would like to do, tools like RapidPipeline can help you perform the necessary steps, and to even automate the process for thousands or even millions of files.

Especially when introducing pipelines and workflows at scale in an enterprise context, it is usually good to rely on dedicated tools and expertise, making sure you do not introduce any steps into your 3D workflow that are detrimental to the final output's quality, or that take your team too much time (and money).

If you're interested to hire dedicated expertise from the best in the field to help your company reach your goals fast and reliably, please do not hestitate to contact DGG. Being the creators of RapidPipeline, and ambassadors for open 3D standards for more than a decade, we have been building some of the world's most advanced 3D pipelines, having processed many millions of 3D assets.

Therefore, our expertise will help you to reach your goals faster, at scale, and with the least possible friction, since we are focused on maximum interoperability.

To get started with 3D data conversion and optimization today, sign up for a free account!

If you have any questions, feel free to chat with our human team.

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3D Knowledge Team

3D Technical Artists

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