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Copy file name to clipboardExpand all lines: articles/remote-rendering/how-tos/conversion/configure-model-conversion.md
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@@ -91,7 +91,7 @@ The schema is identical for converting triangular meshes and point clouds. Howev
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## Settings for triangular meshes
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For converting a triangular mesh, for instance from an .fbx file, all parameters from the schema above do affect the outcome. The parameters are explained in detail now:
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When converting a triangular mesh, for instance from an .fbx file, all parameters from the schema above do affect the outcome. The parameters are explained in detail now:
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### Geometry parameters
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*`gammaToLinearVertex` - Convert :::no-loc text="vertex"::: colors from gamma space to linear space
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> [!NOTE]
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> For FBX, E57, PLY and XYZ files these settings are set to `true` by default. For all other file types, the default is `false`.
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> For FBX, E57, PLY, LAS, LAZ and XYZ files these settings are set to `true` by default. For all other file types, the default is `false`.
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### Scene parameters
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* `scaling` - same meaning as for triangular meshes.
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* `recenterToOrigin` - same meaning as for triangular meshes.
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* `axis` - same meaning as for triangular meshes. Default values are `["+x", "+y", "+z"]`, however most point cloud data will be rotated compared to renderer's own coordinate system. To compensate, in most cases `["+x", "+z", "-y"]` fixes the rotation.
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* `gammaToLinearVertex` - similar to triangular meshes, this flag indicates whether point colors should be converted from gamma space to linear space. Default value for point cloud formats (E57, PLY and XYZ) is true.
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* `gammaToLinearVertex` - similar to triangular meshes, this flag indicates whether point colors should be converted from gamma space to linear space. Default value for point cloud formats (E57, PLY, LAS, LAZ and XYZ) is true.
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* `generateCollisionMesh` - similar to triangular meshes, this flag needs to be enabled to support [spatial queries](../../overview/features/spatial-queries.md). But unlike for triangular meshes, this flag doesn't incurs longer conversion times, larger output file sizes, or longer runtime loading times. So disabling this flag can't be considered an optimization.
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#### Example: Instancing setup in 3ds Max
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[Autodesk 3ds Max](https://www.autodesk.de/products/3ds-max) has distinct object cloning modes called **`Copy`**, **`Instance`**, and **`Reference`** that behave differently with regard to instancing in the exported `.fbx` file.
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[Autodesk 3ds Max](https://www.autodesk.de/products/3ds-max) has distinct object cloning modes called **`Copy`**, **`Instance`**, and **`Reference`** that behave differently regarding instancing in the exported `.fbx` file.
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### Use case: Visualization of compact machines, etc.
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In these use cases, the models often have very high detail within a small volume. The renderer is heavily optimized to handle such cases well. However, most of the optimizations mentioned in the previous use case don't apply here:
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In these use cases, the models often have high detail within a small volume. The renderer is heavily optimized to handle such cases well. However, most of the optimizations mentioned in the previous use case don't apply here:
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* Individual parts should be selectable and movable, so the `sceneGraphMode` must be left to `dynamic`.
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* Ray casts are typically an integral part of the application, so collision meshes must be generated.
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# Convert models
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Azure Remote Rendering allows you to render very complex models. To achieve maximum performance, the data must be preprocessed to be in an optimal format. Depending on the amount of data, this step might take a while. It would be impractical, if this time was spent during model loading. Also, it would be wasteful to repeat this process for multiple sessions.
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Azure Remote Rendering allows you to render complex models. To achieve maximum performance, the data must be preprocessed to be in an optimal format. Depending on the amount of data, this step might take a while. It would be impractical, if this time was spent during model loading. Also, it would be wasteful to repeat this process for multiple sessions.
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For these reasons, ARR service provides a dedicated *conversion service*, which you can run ahead of time.
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Once converted, a model can be loaded from an Azure Storage Account.
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***FBX** (version 2011 to version 2020)
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***GLTF**/**GLB** (version 2.x)
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There are minor differences between the formats with regard to material property conversion, as listed in chapter [material mapping for model formats](../../reference/material-mapping.md).
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There are minor differences between the formats regarding material property conversion, as listed in chapter [material mapping for model formats](../../reference/material-mapping.md).
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### Point clouds
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In case any other properties exist, they're ignored during ingestion.
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***E57** : E57 contains two types of data: `data3d` and `image2d`. The conversion service only loads the `data3d` part of the file, while the `image2d` part of the file is being ignored.
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***LAS**, **LAZ** : In case color data isn't present, the intensity attribute is used as color.
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