General | Desktop application | Support for Windows 10, Linux Ubuntu 20.04 and macOS 10.14 | |
| Versioning | Feature updates, improvements on regular bases. | |
| Customisation | Adapt custom and persistent settings in the preferences. | |
| Adaptive windowing system | Change window layout and visible widgets. | |
| Drag & drop or double clicking | Drag & drop glTF files into Gestaltor from the filesystem or open them by just double clicking them. | |
| Store glTF or glb | Any glTF can be stored in glTF or glb variant. | |
| Sample asset included | The visual editor comes with a sample scene including punctual lights and animations. | |
| Sophisticated input system | Either input using the keyboard, mouse or tablet. | |
| Recent file list | Gestaltor is managing the recent file list of opened glTF. | |
| Support of latest glTF extensions | KHR_lights_punctual, KHR_materials_clearcoat, KHR_materials_pbrSpecularGlossiness, KHR_materials_unlit, KHR_mesh_quantization, KHR_texture_transform. KHR_texture_basisu, KHR_materials_transmission, KHR_materials_ior, KHR_materials_specular, KHR_materials_sheen, KHR_draco_mesh_compression, KHR_materials_variants, KHR_xmp_json_ld, KHR_materials_volume | |
Viewing | Choose desired background for rendering | Use existing environment or change background color. | |
| Choose desired background for blurriness | Background environment map can be visualised with a defined blurriness value. | |
| Custom image based lighting | Turn on and off image based lighting. Add own environment for lighting plus tweak intensity and front face. | |
| Custom exposure value | Specified exposure value is applied in a postprocessing step. | |
| ACES tone mapping | Different ACES Filmic Tone Mapping algorithms can be applied in a postprocessing step. | |
| 100% glTF features | All glTF 2.0 features are used and unknown glTF is not
lost. | |
| Viewport user interaction | Orbit Rotating, Panning, Zooming and Flight mode camera. Orthographic and perspective view. | |
| Viewport grid and origin axes | A viewport grid and origin axes help to estimate distances and support spatial orientation. | |
Inspecting | Viewport picking | Highlight and select the glTF primitive by viewport picking.Selected object is highlighted by outlines. | |
| All glTF properties exposed | All glTF properties are visuall exposed 1:1 in the inspector. | |
| Node information with decoration icons | "Preview in the hierarchy widget, which glTF objects like a camera or light are attached to the node. " | |
| Show and hide nodes and meshes | Hide and unhide glTF elements global or local to better inspect your glTF. | |
| Shaded/wireframe/debug mode for meshes and primitives | Inspect each material effect individually to better understand the overall efffect. | |
| Turn on/off rendering of extensions | Turn off extensions to get a visual preview for renderers without support for the respective extension. | |
| Create screenshots from your rendering | Create screenshots from current view, which can be stored either as a PNG or JPEG. | |
| Turn on/off skinning and morphing | Skinning and morphing can be switched on/off. | |
Editing | Edit using the GUI or the rendering viewport | Edit directly in the GUI or switch to the dedicated editor mode of the viewport. | |
| Undo and redo | Undo and/or redo your latest changes inside glTF. | |
| Typical copy, paste, add and remove functionality | Gestaltor provides typcial functions known from other DCC tools. | |
| Import images | Import png, jpg, ktx2, tga, and bmp images
to enhance the scene with new materials and
required textures. | |
| Visualization of lights and cameras | Lights and cameras are visualized in the viewport for improved editing of "hidden" objects. | |
| Change Animation target | Existing animations can be used with different nodes. | |
| Generate camera from current view | Generate and use a glTF camera from your current view. | |
| Generate mesh tangents | Mesh tangents can be generated. | |
| Generate index buffers | An index buffer can be generated by identifying similar vertices. | |
Optimizing | Remove Attributes of a Primitive | Attributes of a Primitive like Normals, Tangents, Color, and TexCoord can be deleted. | |
| Reduce the number of triangles and vertices | The number of vertices can be reduced by merging vertices by distance. By using a Quadric-based mesh simplification, the number of triangles can be reduced with minimal decline in quality. | Pro feature |
| Compress mesh and its primitives | Compress the primitives using the Google Draco compression. Quality can be adapted in the preferences menu. Changes are visible in the viewport. KHR_draco_mesh_compression | |
| Change image size and storage type | Convert between PNG, JPG and KTX2 or resize the images to optimize file
size vs. quality. KHR_texture_basisu | |
| Change KTX2 compression and supercompression scheme | Convert between different KTX2 compression and supercompression schemes that are supported by the glTF specification | |
| Automatic glTF clean up | Removes automatically unused glTF objects. | Pro feature |
| Automate, compress or uncompress all meshes. | Each mesh can be either stored, compressed or uncompressed individually. For convenience, this can be done for all meshes in the scene at once. | Pro feature |
| Automate set storage of images and accessors | Images and binary data can be stored either inside the glTF or in an external file. This feature allows to easily set the storage type. | Pro feature |
| glTF data statistics | Gather glTF file size, triangles numbers, image memory consumption, and overall glTF data numbers during your optimization steps. | |
Composing | Merging multiple glTF | Merge partially one or more glTF into one glTF. | |
| glTF creation | Create new glTF elements like nodes in the scene. | |
| New visual arrangement | Transform glTF nodes with its meshes, cameras and lights within the viewport. | |