Supported file formats
Which file formats Intangible accepts for import and exports for download. Plus what's not supported and what to do about it.
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Which file formats Intangible accepts for import and exports for download. Plus what's not supported and what to do about it.
Lookup table. Imports for 3D models and reference images, exports for renders and 3D scene downloads.
Smart Import accepts: .glb, .gltf, .dae, .fbx, .ply, .obj, .stl, .usd.
GLB / GLTF
Web-optimized format with embedded textures and materials. The smallest file size for the most complete asset.
FBX
Geometry plus materials when authored as standard PBR. The most common interchange format from Maya, 3ds Max, Blender.
OBJ
Geometry only, no materials. Clean meshes from CAD tools.
DAE
COLLADA interchange. Older pipelines that still publish DAE.
PLY
Point-cloud and scan format. Geometry only.
STL
Mesh-only format common to CAD and 3D-print pipelines.
USD
Pixar's universal scene description. Round-trip with Maya, Houdini, and Unreal.
See Smart Import for the import workflow.
JPEG
Compressed raster. Common photographic format.
PNG
Lossless raster. Better for clean images with transparency.
Image reference and custom styles accept JPEG and PNG. Larger images are downsampled internally; sub-megapixel resolution is fine.
.safetensors
The standard format for fine-tuned models.
.pt
Older PyTorch format. Supported but not preferred.
See LoRAs for the upload flow.
User-supplied audio import isn't exposed in any flow today. The product generates audio as part of video output where the chosen model supports it; you can't upload an audio track and sync it to a render.
PNG
Lossless raster. Print, downstream design tools, anything with transparency.
JPEG
Compressed raster. Web, social, email.
MP4 (H.264, 30 fps)
The default video container. Universal compatibility.
Other video codecs (H.265, ProRes) aren't exposed. For specialized codecs, transcode externally.
GLTF / GLB
Open 3D scene format (GLB is the binary variant). Web handoff (Three.js, Babylon), some Unity flows, archival.
USD
Virtual production handoffs, Unreal Engine, Maya / Houdini round-trips.
Scene exports preserve hierarchy, transforms, and cameras. Owned library assets export at full fidelity; licensed assets get smart stand-ins. See Export formats.
FBX export
GLTF or USD. Or render to PNG and import the still into the downstream tool.
TIFF for high-bit-depth print
PNG covers most print cases at lower bit depth. Convert externally if needed.
HDR formats (.exr) for VFX pipelines
Not supported; no equivalent workaround.
Stereo or 360 video
Not supported in v1.
Lottie or motion-graphics formats
Not supported. Render as MP4 and re-encode externally.
Browser-based rendering imposes a soft cap. Multi-gigabyte FBX files with millions of triangles will struggle. Run a decimation pass externally before import.
Audio in MP4 exports is per-shot. No cross-shot audio mixing in Export Video. Mix in editorial.
Video export resolution is limited by the lowest-resolution shot. A sequence with mixed resolutions exports at the lowest common one.
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