DCC Importer Overview
What is the DCC Importer?
The RapidPipeline DCC Importer is a universal material preparation and distillation pipeline.
It converts complex material node graphs into PBR-standard materials. This allows better interoperability between editing applications, and the outputs are ready to be compressed for real-time AR/VR and Web3d uses.
The DCC Importer is available via multiple interfaces:
Major Functionalities:
Software Support
RapidPipeline DCC Importer currently supports 3ds Max and V-Ray; support for other DCCs and material systems are planned.
3ds Max supported versions are 2023, 2024, and 2025, with any update pack.
V-Ray supported versions are 5.2.3+, and 6.x, including the most recent updates.
Processing of files created by older versions of both V-Ray and 3ds Max is supported, because these applications are designed to be mostly backwards compatible. Conversion results are expected to be comparable with how they look in the version of the host DCC applications currently executing the DCC Importer. In other words, what you see is what you get!
Artist Intention
The conversion system always attempts to preserve the artist's original intent, converting material values directly wherever possible.
A material classification system allows the conversion to run quickly, only incurring slower baking operations when they are strictly necessary. When an asset contains more complex blending operators, the system renders the material into its component passes, combining these together to produce PBR-compliant textures and materials.
This conversion allows your 3D model and materials to be universally compatible with Unreal Engine, Unity, Blender, Substance, or web based 3D viewers like Babylon and Three.js.
Single Asset or Batch Mode
RapidPipeline DCC Importer can be accessed from our RapidPipeline Web Platform in single-asset mode by uploading individual ZIP files, or it can be run on-premise on large batches of assets via the RapidPipeline DCC Importer CLI (command line interface).
These tools have been battle-tested on hundreds of thousands of assets by leading enterprise businesses.
For the full documentation on how to prepare input files please see RapidPipeline DCC Importer Inputs.
Conversion not Optimization
It is important to note that outputs from DCC Importer can be very large.
Output files are uncompressed to allow for manual editing and lossless importing into digital content creation (DCC) or compression tools.
To create final optimized versions of files we recommend using RapidPipeline 3D Processor.
Output
Once the scene is converted, RapidPipeline DCC Importer creates several outputs:
- .FBX
- .GLB
- .glTF
- .MAX (with converted materials)
- .USDz
These formats are automatically generated in our Web Platform, or they can be configured independently via the RapidPipeline DCC Importer CLI.
RapidPipeline DCC Importer bridges the gap between different software ecosystems:
Your 3D model and materials become universally compatible with:
- Web-based 3D viewers like Babylon.js and Three.js
- Game engines like Unity and Unreal Engine
- Digital content creation tools like 3ds Max, Blender, Maya, and Substance
For the full documentation on output files please refer to RapidPipeline DCC Importer Outputs.