The Complete IFC to STL Conversion Guide

July 25, 2025

General Information

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

Converting and Optimizing IFC Files to STL

There are various ways to convert between IFC and STL. With RapidPipeline, you can easily convert and and optimize IFC files, at scale. It supports STL, as well as many other file formats (examples: FBX, glTF, OBJ, PLY, USD, USDZ, VRM), at high quality.

Below you can find a video explaining how to convert your files:

What are IFC and STL files commonly used for?

The IFC file is a format mostly used for building information modeling data exchange.
The STL file is a format mostly used for 3D printing.

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Comparison of Features Supported by IFC and STL

FeatureSupported by IFCSupported by STL
Morph TargetsNoNo
Rigid AnimationsNoNo
Skinned AnimationsNoNo
AnimationsNoNo
Free-Form SurfacesYesNo
Geometry CompressionPartial0No
Quad MeshesYesNo
Basic 3D GeometryYesYes
PBR MaterialsNoNo
Transparent MaterialsPartial1No
Vertex ColorsNoNo
MaterialsYesNo
Scene CompositionYesNo
Hierarchical Scene GraphYesNo
Scene NodesYesNo
Standardized FormatYesYes
Embedded TexturesNoNo
Multiple UV ChannelsNoNo
Normal MappingNoNo
Procedural TexturesNoNo
Texture CompressionNoNo
Texture TransformsNoNo
TexturingPartial2No

0 - IFC-ZIP provides compression for large models
1 - Transparency supported through material properties
2 - Basic texture support through material definitions

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Limitations of IFC Files to STL Conversion Workflow

The following limitations should be taken into account when converting IFC files to STL format:

IFC Feature (not supported by STL)Limitation Details
Free-Form Surfaces

Free-Form Surfaces Support:

IFC: Full support | STL: No support

Free-Form Surfaces illustratedlack of support for Free-Form Surfaces illustrated

Impact:

Free-form surfaces allow a CAD user to design surfaces with advanced controls over curvature and continuitiy. While these surfaces are common for CAD models (in the form of so-called boundary representations or "B-reps"), they need to be converted to polygonal triangle or quad data to work with most 3D rendering engines - a process called tessellation. In this example, a surface patch is used to describe a part of a curved surface of a product. Without support for this feature, the free-form surface has to be tessellated into quads or triangles.

Geometry Compression

Geometry Compression Support:

IFC: Partial support | STL: No support

Geometry Compression illustratedlack of support for Geometry Compression illustrated

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.

Quad Meshes

Quad Meshes Support:

IFC: Full support | STL: No support

Quad Meshes illustratedlack of support for Quad Meshes illustrated

Impact:

Quad meshes are a common way to hand-model and edit 3D models. 3D artists get intuitive control and such meshes are also easy to refine, as well as well-suited for creation of skinned animations. However, real-time rendering pipelines and hardware are usually all based on triangles, so if a 3D model should not be edited any more, it is safe to convert quads to triangles (and engines will do this automatically before sending data to the rendering hardware). In this example, a part of a mesh is modeled with quads. Without support for this feature, quads will have to be triangulated, producing a pure triangle mesh.

Texturing

Texturing Support:

IFC: Partial support | STL: No support

Texturing illustratedlack of support for Texturing illustrated

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 | STL: No support

Materials illustratedlack of support for Materials illustrated

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 | STL: No support

Transparent Materials illustratedlack of support for Transparent Materials illustrated

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.

Scene Nodes

Scene Nodes Support:

IFC: Full support | STL: No support

Scene Nodes illustratedlack of support for Scene Nodes illustrated

Impact:

Scene nodes make it possible to address parts of a 3D model separately. For example, a part could be dynamically hidden or shown as part of a 3D configurator. Without support for this feature, a 3D scene will only consist of a flat model, without parts being individually configurable.

Hierarchical Scene Graph

Hierarchical Scene Graph Support:

IFC: Full support | STL: No support

Hierarchical Scene Graph illustratedlack of support for Hierarchical Scene Graph illustrated

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 | STL: No support

Scene Composition illustratedlack of support for Scene Composition illustrated

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.

What's the best way to get IFC files into my 3D applications, and are there alternatives to using STL?

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 STL 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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