Exporting to glTf or other formats with materials

Would like to export a scene or objects from Create to a more standard format for simple viewing in a browser. The geometry shows up and so do material names but they are rendered as default materials. I’m not sure if I am doing something wrong or if this is not supported.

This is what the glTf validation says:

{
    "uri": "testbrick2.gltf",
    "mimeType": "model/gltf+json",
    "validatorVersion": "2.0.0-dev.3.4",
    "validatedAt": "2021-08-02T19:10:55.846Z",
    "issues": {
        "numErrors": 0,
        "numWarnings": 0,
        "numInfos": 3,
        "numHints": 0,
        "messages": [
            {
                "code": "UNSUPPORTED_EXTENSION",
                "message": "Cannot validate an extension as it is not supported by the validator: 'FB_ngon_encoding'.",
                "severity": 2,
                "pointer": "/extensionsUsed/0"
            },
            {
                "code": "UNUSED_OBJECT",
                "message": "This object may be unused.",
                "severity": 2,
                "pointer": "/meshes/0/primitives/0/attributes/TEXCOORD_0"
            },
            {
                "code": "UNUSED_OBJECT",
                "message": "This object may be unused.",
                "severity": 2,
                "pointer": "/materials/1"
            }
        ],
        "truncated": false
    },
    "info": {
        "version": "2.0",
        "generator": "Open Asset Import Library (assimp v5.0.21d76b0b)",
        "extensionsUsed": [
            "FB_ngon_encoding"
        ],
        "resources": [
            {
                "pointer": "/buffers/0",
                "mimeType": "application/gltf-buffer",
                "storage": "external",
                "uri": "testbrick2.bin",
                "byteLength": 9792
            }
        ],
        "animationCount": 0,
        "materialCount": 2,
        "hasMorphTargets": false,
        "hasSkins": false,
        "hasTextures": false,
        "hasDefaultScene": true,
        "drawCallCount": 1,
        "totalVertexCount": 198,
        "totalTriangleCount": 288,
        "maxUVs": 1,
        "maxInfluences": 0,
        "maxAttributes": 3
    }
}

I’ve attached the USDA file which is just a mesh cone with the sample Adobe_Brick material applied.

testbrick2.usda (47.0 KB)

Hello @Josh.n! Our Omniverse Drive utility should help you with your exports. Check it out and let me know if it doesn’t. I will get a dev to take a look at your file.
Drive Connect — Omniverse Utilities documentation

Hi Wendy. Sorry, maybe I should have been more clear. We would like to convert the file from USD to .obj/fbx/gltf in order to view it in 3d in a web browser or other contexts that don’t support USD (i.e. preview a lower fidelity version before downloading). Create has the ability to export to these formats, and is successful in exporting the geometry but not the materials or textures applied. I’m not exactly sure how your suggestion of using Omniverse Drive helps in this regard

Hello @Josh.n. Thank you for clarifying! I will get a developer to take a look at your file.

Hello, @Josh.n. The export from Create is limited right now that it only applies to the OmniPBR material (You can create and attach it from Create → Materials → OmniPBR) attached to the model with limited support. In your model, it’s using other ones that are not supported yet. We are keeping improve this exporter. Thanks for your patience.

Thanks for the reply @rozhang . For reference, we have found some success by adding the glTf plugin to Unreal and exporting from there, but not all materials made in Create work.