CAD to GLB Converter: Optimize STEP Files for Unity VR & Realtime 3D
Here's a frustrating reality: your engineering team spent months perfecting a CAD model, and now marketing wants to show it in VR. Or a client wants to review the design without installing $15,000 worth of software.
The problem? That beautifully precise STEP file just exploded into 4.5 million polygons when you tried to export it. Your VR headset is crying.
CAD files are designed for manufacturing precision. Realtime applications need something completely different. Let's bridge that gap.
The Fundamental Problem with CAD Files
NURBS vs. Polygons
CAD software uses mathematical surfaces called NURBS (Non-Uniform Rational B-Splines). These are infinitely smooth curves defined by equations—perfect for manufacturing, terrible for realtime rendering.
Realtime engines like Unity need polygon meshes: triangles, lots of them. When you convert NURBS to polygons (a process called tessellation), the software approximates those smooth curves with flat triangles.
And here's where things go wrong: naive tessellation creates a geometry explosion. A simple curved surface becomes thousands of triangles. Multiply that across an entire assembly, and you've got a problem.
Real Examples of the Problem
This isn't theoretical. Here's what actually happens:
- A pine tree model: 1 million vertices from relatively simple geometry
- A standard STEP assembly: 4.5 million faces from one export
- An automotive part: 50MB CAD file becomes 500MB of polygons
The irony? Most of this detail is either invisible (internal components) or unnecessary (curves that look identical with 90% fewer polygons).
Why This Matters Now
The digital twin market is exploding—from roughly $20 billion in 2024 to over $150 billion projected by 2030. Remote collaboration demands accessible 3D. VR design reviews are replacing expensive physical prototypes.
Everyone wants to see your CAD data. Almost nobody has CAD software.
Who Needs CAD-to-Realtime Workflows?
Manufacturing & Industrial
Digital twins are transforming how factories operate. BMW created virtual versions of all 31 production sites, with approximately 15,000 employees accessing 3D visualizations—without CAD licenses. The result? Production planning time reduced by nearly one-third.
Use cases include:
- Factory floor planning and layout optimization
- Training simulations for equipment operation
- Maintenance procedure visualization
- Remote facility tours for stakeholders
Product Design & Engineering
Design reviews shouldn't require everyone to own SolidWorks. Ford Pro engaged design partners years earlier in their development process by sharing realtime 3D, capturing hundreds of comments that would have been lost otherwise. They reported a 30% reduction in time-to-market—"almost unheard-of" improvements.
Use cases include:
- Stakeholder design reviews (executives, marketing, sales)
- Customer feedback sessions
- Sales configurators and demonstrations
- Marketing asset creation
Architecture & Construction
BIM models contain incredible detail, but clients don't want to learn Revit. VR walkthroughs let them experience spaces before ground is broken. AR overlay lets teams visualize designs on actual job sites.
The Hidden Cost Problem
Here's something most people don't realize: 71% of engineering leaders admit their teams don't actually use PLM systems during active development. Nearly half of design feedback gets lost because the right people can't access the models.
CAD licenses cost $5,000-15,000 per seat per year. That's a significant barrier to collaboration.
Realtime-ready GLB files open your designs to anyone with a web browser or VR headset.
The CAD-to-Realtime Workflow
Step 1: Export from CAD
Common source formats: STEP, IGES, CATIA, SolidWorks, Fusion 360, Inventor, Creo
Export settings matter more than you'd think. Counterintuitively, maximum tessellation quality often makes things worse—you end up with more polygons than you need, which you then have to reduce anyway.
As Unity's Pixyz team puts it: "It's much easier to get the balance right during the tessellation stage than decimating a high-poly model later."
Step 2: Geometry Cleanup
CAD files contain a lot of stuff you don't need for visualization:
- Internal components: Nobody sees the inside of a solid part
- Construction geometry: Reference planes, sketches, work features
- Duplicate surfaces: CAD often has overlapping or coincident faces
- Non-manifold geometry: Edges shared by more than two faces
Removing hidden geometry is often the biggest win. An engine block might be 80% internal detail that's completely invisible from outside.
Step 3: Polygon Reduction
This is where the magic happens. Typical results:
- 80-95% polygon reduction with minimal visual impact
- Curved surfaces benefit most (that's where the excess lives)
- Sharp edges and silhouettes are preserved
- "On some models, 95% of faces can be removed without visible loss"
The key is intelligent reduction that preserves important features while aggressively simplifying areas that don't affect visual quality.
Step 4: Material Conversion
CAD materials aren't realtime materials. V-Ray, Arnold, and other CAD renderers use different shading models than PBR (Physically Based Rendering) used in Unity and web viewers.
You'll need to:
- Convert to metallic-roughness PBR workflow
- Bake complex procedural shaders to texture maps
- Simplify material count (fewer materials = fewer draw calls = better performance)
Step 5: Texture Optimization
Many CAD exports don't have UV maps at all—they rely on procedural or box-projected textures. For realtime, you need proper UVs and optimized textures.
Key techniques:
- Generate UV maps for models that lack them
- Bake ambient occlusion for realistic contact shadows
- Use KTX2 compression for GPU-efficient textures
- Apply texture atlasing to combine multiple textures and reduce draw calls
KTX2 is particularly important for VR applications—textures stay compressed in GPU memory, which is critical when you're memory-constrained on standalone headsets.
Step 6: Mesh Optimization for Realtime
Final optimization pass:
- Meshopt compression for efficient geometry encoding
- Scene graph cleanup (remove unnecessary hierarchy)
- LOD generation for VR scenes with viewing distance variation
- Validation in your target engine
For Unity VR specifically, Meshopt + KTX2 is the optimal combination. Native support, efficient memory usage, fast loading.
Target Platform Considerations
Unity VR (Quest, PCVR)
Your primary constraints:
- Scene budget: 50,000-100,000 triangles visible at once
- Draw calls: Under 100, ideally under 50
- Texture memory: Limited, especially on Quest
- Frame rate: 90fps minimum, non-negotiable
Meshopt compression is natively supported and provides excellent results. KTX2 textures stay compressed in VRAM—crucial for hitting memory targets on standalone headsets.
Always test on actual Quest hardware, not just the Unity editor. Performance characteristics are completely different.
Web Viewers
File size becomes critical—every megabyte adds download time. Users won't wait around for a 50MB model to load.
Targets:
- File size: Under 10MB for most applications, under 5MB ideal
- Load time: Under 3 seconds on average connections
- Polygon count: Under 100,000 for smooth performance on mobile browsers
Three.js and Babylon.js both support Meshopt-compressed GLB natively.
Desktop Review Tools
More headroom here, but optimization still matters. The goal is enabling laptop-based reviews without requiring workstation hardware. An engineer should be able to review a design on their MacBook Air, not just their CAD workstation.
Common CAD Conversion Mistakes
Exporting at maximum tessellation quality: More polygons doesn't mean better—it just means more work to reduce later.
Keeping all internal components: If it's not visible, remove it. This alone can reduce file size by 50-80% on complex assemblies.
Not merging objects: Separate objects that could be combined means unnecessary draw calls.
Ignoring material consolidation: 47 materials when you could have 5 is killing your frame rate.
Skipping validation: Always test in your actual target environment. What looks fine in Blender might perform terribly in Unity.
One-size-fits-all optimization: A sales demo needs different settings than a training simulation. Define your use case first.
Measuring Success
How do you know your conversion worked?
- File size: 90-95% smaller than naive tessellation export
- Polygon count: Appropriate for target platform
- Frame rate: 90fps in VR, 60fps for web/desktop
- Visual fidelity: Key details and proportions preserved
- Stakeholder adoption: Are people actually using the output?
That last one matters most. The best optimization in the world is useless if the output doesn't serve its purpose.
The Bottom Line
CAD-to-realtime conversion isn't just a technical exercise—it's about democratizing access to design data. When stakeholders can review designs without CAD software, feedback happens earlier. When customers can see products in VR, sales cycles shorten. When training happens in virtual environments, costs drop.
The workflow is straightforward: clean up geometry, reduce polygons intelligently, convert materials to PBR, optimize textures with KTX2, and compress with Meshopt. The result is GLB files that load fast, render smoothly, and look great.
Your CAD data is valuable. Make it accessible.
Ready to convert CAD files to realtime-ready GLB? Our optimizer handles geometry reduction, material conversion, and Meshopt + KTX2 compression automatically.
