The Complete VRML to OBJ Conversion Guide

July 25, 2025

General Information

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

Converting and Optimizing VRML Files to OBJ

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

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

What are VRML and OBJ files commonly used for?

The VRML file is a format mostly used for web-based 3D content and virtual reality.
The OBJ file is a format mostly used for 3D modeling and generalized 3D applications.

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Comparison of Features Supported by VRML and OBJ

FeatureSupported by VRMLSupported by OBJ
Morph TargetsPartial0No
Rigid AnimationsYesNo
Skinned AnimationsNoNo
AnimationsYesNo
Free-Form SurfacesPartial1No
Geometry CompressionNoNo
Quad MeshesPartial2Yes
Basic 3D GeometryYesYes
PBR MaterialsNoPartial
Transparent MaterialsYesYes
Vertex ColorsYesNo
MaterialsYesYes
Scene CompositionYesNo
Hierarchical Scene GraphYesNo
Scene NodesYesYes
Standardized FormatYesPartial3
Embedded TexturesNoNo
Multiple UV ChannelsPartial4No
Normal MappingNoPartial
Procedural TexturesPartial5No
Texture CompressionNoNo
Texture TransformsYesNo
TexturingYesYes

0 - Basic shape interpolation through coordinate interpolation
1 - Limited NURBS support in VRML 2.0
2 - Primarily triangle-based with some quad support
3 - Compatibility of all properties strongly depend on particular compatibility of the tools that export / import the DCC file, as there is no clear standard for this format.
4 - Basic multi-texturing capabilities
5 - Simple procedural texture generation

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Limitations of VRML Files to OBJ Conversion Workflow

The following limitations should be taken into account when converting VRML files to OBJ format:

VRML Feature (not supported by OBJ)Limitation Details
Free-Form Surfaces

Free-Form Surfaces Support:

VRML: Partial support | OBJ: No 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.

Texture Transforms

Texture Transforms Support:

VRML: Full support | OBJ: No support

Texture Transforms illustratedlack of support for Texture Transforms illustrated

Impact:

Texture transforms describe transformation operations that are applied to 2D texture images or UV coordinates when using 2D texture data on a 3D surface. They can be used, for example, to make sure that material patterns are using real-world scale when rendered on the 3D surface. In this example, such a pattern is used and scaled with the help of a texture transform. Without support for this feature, the texture pattern shows up at the wrong scale.

Multiple UV Channels

Multiple UV Channels Support:

VRML: Partial support | OBJ: No 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.

Procedural Textures

Procedural Textures Support:

VRML: Partial support | OBJ: No support

Procedural Textures illustratedlack of support for Procedural Textures illustrated

VRML Notes:

Simple procedural texture generation

Impact:

Procedural texture allow the modeling of surface details through mathematical functions, along with artistic control over various parameters. Typically, they are used for patterns like wood grain or other semi-regular structures. Since they are not using any pixels as source data, procedural textures have, in principle, infinite resolution and are very lightweight to describe. In this example, a procedural texture is used to model the look of a wooden material. Without support for this feature, in this case, the wooden parts won't show any visible details.

Vertex Colors

Vertex Colors Support:

VRML: Full support | OBJ: No support

Vertex Colors illustratedlack of support for Vertex Colors illustrated

Impact:

Vertex colors allow the attachment of colors to each vertex of a 3D model. This can be useful in scenarios such as scientific visualization, or when converting/meshing data from a colored 3D point cloud, for example. On the polygonal surface connecting the vertices, the respective vertex colors are usually smoothly interpolated. In this example, different colors are attached to the different corners of a cube. Without support for this feature, the cube won't have any colors.

Animations

Animations Support:

VRML: Full support | OBJ: No support

Animations illustratedlack of support for Animations illustrated

Impact:

Animations are an important part of many interactive 3D assets, for example in real-time rendering (including games, XR training, assembly instructions, product demos, and other use cases). There are various kinds of animations that can be used on 3D models. In this example model, a rigid animation is used to make the gears spin. Without support for this feature, in this example, the gears won't move.

Morph Targets

Morph Targets Support:

VRML: Partial support | OBJ: No support

Morph Targets illustratedlack of support for Morph Targets illustrated

VRML Notes:

Basic shape interpolation through coordinate interpolation

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.

Rigid Animations

Rigid Animations Support:

VRML: Full support | OBJ: No support

Rigid Animations illustratedlack of support for Rigid Animations illustrated

Impact:

Rigid Animations are typically used to animate mechanical parts. In this example, the door of this 3D model of a microwave can be interactively opened or closed, using a rigid animation that gradually changes the 3D transformation of the door. Without support for this feature, in this example, the door will just stay in place and won't move.

Hierarchical Scene Graph

Hierarchical Scene Graph Support:

VRML: Full support | OBJ: 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:

VRML: Full support | OBJ: 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.

Standardized Format

Standardized Format Support:

VRML: Full support | OBJ: Partial support

Standardized Format illustratedlack of support for Standardized Format illustrated

OBJ Notes:

Compatibility of all properties strongly depend on particular compatibility of the tools that export / import the DCC file, as there is no clear standard for this format.

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 VRML files into my 3D applications, and are there alternatives to using OBJ?

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 VRML and OBJ 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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