The Complete IFC to IGES Conversion Guide.
Table of Contents
- General Information
- Converting and Optimizing IFC Files to IGES
- What are IFC and IGES files commonly used for?
- Comparison of Features Supported by IFC and IGES
- Limitations of IFC Files to IGES Conversion Workflow
- What's the best way to get IFC files into my 3D applications, and are there alternatives to using IGES?
General Information
This guide is part of the RapidPipeline 3D Formats Knowledge Database. It shows how to convert IFC to IGES, if you'd like to know more about the formats, please check out the following links:
Converting and Optimizing IFC Files to IGES
There are various ways to convert between IFC and IGES. With RapidPipeline, you can easily convert and and optimize IFC files, at scale. It supports IGES, as well as many other file formats (examples: FBX, glTF, OBJ, PLY, STL, USD, USDZ, VRM), at high quality.
Below you can find a video explaining how to convert your files:

Comparison of Features Supported by IFC and IGES
Feature | Supported by IFC | Supported by IGES |
---|---|---|
Morph Targets | No | No |
Rigid Animations | No | No |
Skinned Animations | No | No |
Animations | No | No |
Free-Form Surfaces | Yes | Yes |
Geometry Compression | Partial0 | No |
Quad Meshes | Yes | Yes |
Basic 3D Geometry | Yes | Yes |
PBR Materials | No | No |
Transparent Materials | Partial1 | No |
Vertex Colors | No | Partial2 |
Materials | Yes | Partial3 |
Scene Composition | Yes | Partial4 |
Hierarchical Scene Graph | Yes | Partial5 |
Scene Nodes | Yes | Yes |
Standardized Format | Yes | Partial6 |
Embedded Textures | No | No |
Multiple UV Channels | No | No |
Normal Mapping | No | No |
Procedural Textures | No | No |
Texture Compression | No | No |
Texture Transforms | No | No |
Texturing | Partial7 | No |
Limitations of IFC Files to IGES Conversion Workflow
The following limitations should be taken into account when converting IFC files to IGES format:
IFC Feature (not supported by IGES) | Limitation Details |
---|---|
Geometry Compression | Geometry Compression Support: IFC: Partial support | IGES: No support ![]() ![]() IFC Notes: IFC-ZIP provides compression for large models Impact: Geometry compression describes the process of compressing the representations of a 3D model's geometry, usually a triangle mesh. 3D geometry compression does not change the topology of a 3D model, but just changes the way that a 3D model and its 3D positions and related vertex data is stored. Geometry compression can be lossy (just like JPEG compression in image processing can be lossy, for example), in which case one might notice slight artifacts like variations in 3D vertex positions (compared to the uncompressed 3D model). However, such differences are often not noticeable. There are only very few standards for geometry compression, like glTF's support of Draco compression and similar extensions. |
Texturing | Texturing Support: IFC: Partial support | IGES: No support ![]() ![]() IFC Notes: Basic texture support through material definitions Impact: Texturing describes the process or refining the visual appearance of a 3D model's surface through additional 2D or 3D data, defined in a different reference system. The by far most common use of texturing are 2D texture images, applied to model visual material properties the 3D surface. Other cases include the use of procedural 2D or 3D funtions that produce intensity or color signals, which are then mapped to the 3D surface. For the vast majority of these cases (all of them except for 3D procedural functions), a parameterization or "Texture Mapping" is needed, which maps the 2D content to the 3D surface. Coming from a 2D coordinate space with coordinate axes often entitled U and V (in contrast to XYZ, which are the 3D surface positions), this process of mapping is also called UV Mapping, and it can be done with a dedicated UV map, or through a live mapping (e.g., box mapping). In this example, a texture image is applied to the 3D model to give the control panel a realistic look. Without support for texturing, the panel would have to use a single material instead, or all controls (including text) would need to be modeled through 3D geometry, instead of a 2D texture image. |
Materials | Materials Support: IFC: Full support | IGES: Partial support ![]() ![]() IGES Notes: Basic material properties and annotations Impact: Materials are a fundamental concept in 3D modeling, enabling colored and - in many cases - photorealistic rendering of the 3D model that they are applied to. There are also some formats that don't make use of 3D materials, for example because they need to solely describe a shape (e.g., for many cases in additive manufacturing). In this example, photorealistic PBR materials are used to equip the 3D model with a realistic look. Without support for materials, the model will have to be rendered with a default material (often a default shade of gray). |
Transparent Materials | Transparent Materials Support: IFC: Partial support | IGES: No support ![]() ![]() IFC Notes: Transparency supported through material properties Impact: Transparency is commonly used for see-through objects, containing (usually partially) transparent surfaces. In this example, a transparent material is used to model the glass window of the microwave, so that one can see inside. Without support for this feature, the inside of the microwave cannot be seen, as the window will be rendered as an opaque surface. |
Hierarchical Scene Graph | Hierarchical Scene Graph Support: IFC: Full support | IGES: Partial support ![]() ![]() IGES Notes: Basic entity relationships and grouping Impact: Scene graphs are one of the most common concepts in 3D computer graphics. By structuring the scene in a hierarchical way, logical parts of it can be easily addressed and transformed. This is useful in many applications, like games or 3D configurators. Without support for this feature, a 3D scene cannot be structured hierarchically, for example objects cannot be logically composed of smaller objects. |
Scene Composition | Scene Composition Support: IFC: Full support | IGES: Partial support ![]() ![]() IGES Notes: Assembly relationships with limited constraints Impact: Scene Composition describes the process of composing a scene through links from a main scene that pull in various other scenes/3D models. This can also happen in a nested fashion (through multiple levels of linkage). With a target format not supporting this feature, references to external models must be resolved and the content be baked into one 3D model, which is then saved in that target format. |
Standardized Format | Standardized Format Support: IFC: Full support | IGES: Partial support ![]() ![]() IGES Notes: Legacy format, superseded by STEP in 1994 Impact: Standardization plays a huge role in 3D model formats. With a format being standardized, every application will have a clear way of how to load or store data using this format. This makes it easier to re-use the 3D model across different applications, but also to make sure it will still be accessible and usable after a couple of years. |
What's the best way to get IFC files into my 3D applications, and are there alternatives to using IGES?
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 IFC and IGES 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.
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