The Complete PRC/U3D to VRML Conversion Guide.

August 01, 2025

General Information

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

Converting and Optimizing PRC/U3D Files to VRML

There are various ways to convert between PRC/U3D and VRML. With RapidPipeline, you can easily convert and and optimize PRC/U3D files, at scale. It supports VRML, 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:

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

The PRC/U3D file is a format mostly used for 3D data embedding in documents and technical publishing.
The VRML file is a format mostly used for web-based 3D content and virtual reality.

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Comparison of Features Supported by PRC/U3D and VRML

FeatureSupported by PRC/U3DSupported by VRML
Morph TargetsPartial0Partial1
Rigid AnimationsYesYes
Skinned AnimationsPartial2No
AnimationsYesYes
Free-Form SurfacesYesPartial3
Geometry CompressionYesNo
Quad MeshesYesPartial4
Basic 3D GeometryYesYes
PBR MaterialsNoNo
Transparent MaterialsYesYes
Vertex ColorsYesYes
MaterialsYesYes
Scene CompositionYesYes
Hierarchical Scene GraphYesYes
Scene NodesYesYes
Standardized FormatYesYes
Embedded TexturesYesNo
Multiple UV ChannelsYesPartial5
Normal MappingPartial6No
Procedural TexturesNoPartial7
Texture CompressionPartial8No
Texture TransformsYesYes
TexturingYesYes

0 - Simple morphing capabilities
1 - Basic shape interpolation through coordinate interpolation
2 - Basic skeletal animation support in U3D
3 - Limited NURBS support in VRML 2.0
4 - Primarily triangle-based with some quad support
5 - Basic multi-texturing capabilities
6 - Limited normal mapping support
7 - Simple procedural texture generation
8 - Basic texture compression for document embedding

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Limitations of PRC/U3D Files to VRML Conversion Workflow

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

PRC/U3D Feature (not supported by VRML)Limitation Details
Free-Form Surfaces

Free-Form Surfaces Support:

PRC/U3D: Full support | VRML: Partial support

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

VRML Notes:

Limited NURBS support in VRML 2.0

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:

PRC/U3D: Full support | VRML: No support

Geometry Compression illustratedlack of support for Geometry Compression illustrated

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:

PRC/U3D: Full support | VRML: Partial support

Quad Meshes illustratedlack of support for Quad Meshes illustrated

VRML Notes:

Primarily triangle-based with some quad support

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.

Texture Compression

Texture Compression Support:

PRC/U3D: Partial support | VRML: No 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.

Multiple UV Channels

Multiple UV Channels Support:

PRC/U3D: Full support | VRML: Partial support

Multiple UV Channels illustratedlack of support for Multiple UV Channels illustrated

VRML Notes:

Basic multi-texturing capabilities

Impact:

Multiple UV channels allow the optimized and sophisticated use of various 3D modeling features at once. For example, one can use one set of UVs and 2D texture data to model a tiling texture or procedural material, and another UV set to leverage a global lightmap or occlusion map of the 3D model. In this example, a combination of tiled texture (UV channel 1) and baked ambient occlusion map (UV channel 2) is used. Without support for this feature, one needs to either give up the tiling property (e.g., by using a tool like RapidPipline to bake a single texture atlas), or give up the ambient occlusion map, as only one UV channel will be usable.

Embedded Textures

Embedded Textures Support:

PRC/U3D: Full support | VRML: No support

Embedded Textures illustratedlack of support for Embedded Textures illustrated

Impact:

Embedded textures allow the storage and exchange of an entire 3D model and its materials within a single file, by embedding the texture images directly into the 3D file (and not storing them as separate image files). Without support for this feature, textures have to be stored in separate image files, and referenced from the main 3D model file.

Normal Mapping

Normal Mapping Support:

PRC/U3D: Partial support | VRML: No 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.

Skinned Animations

Skinned Animations Support:

PRC/U3D: Partial support | VRML: No 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.

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

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 PRC/U3D and VRML 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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