| .STL (Binary / ASCII) |
Unindexed triangle facets (Mesh) |
None (assumed 1 unit = 1 mm) |
None (pure surface geometry only) |
FDM & SLA 3D printing, rapid prototyping |
| .3MF (3D Manufacturing) |
Indexed triangle mesh inside ZIP/XML package |
Explicitly defined (mm, cm, m, inch) |
Yes (multi-material AMS/MMU colors, textures) |
Modern multi-color 3D printing (Bambu, Prusa) |
| .STEP / .STP (ISO 10303) |
Exact analytical boundary representation (B-Rep) |
Defined in SI header (typically mm) |
Part & surface CAD colors (AP214 / AP242) |
Mechanical CAD exchange, CNC machining, injection molding |
| .OBJ (Wavefront) |
Indexed vertices & polygons (Tris / Quads / N-gons) |
None (depends on exporting DCC tool) |
Yes (via companion .MTL material library) |
Digital sculpting, VFX, architectural rendering |
| .GLB / .GLTF (Khronos) |
Indexed binary buffers + JSON scene hierarchy |
Meters (1 unit = 1 m per specification) |
Yes (full PBR metallic-roughness, animations) |
WebGL/WebGPU viewers, e-commerce 3D, game engines |
| .FBX (Filmbox) |
Polygon mesh + skeletal rig & animation tracks |
Stored in metadata (`UnitScaleFactor`, usually cm) |
Yes (surface shaders, UV maps, skinning weights) |
Unreal Engine, Unity, character & game asset pipelines |
| .PLY (Stanford) |
Point cloud & polygon mesh |
None (typically mm or m from scanner) |
Yes (per-vertex RGB color attributes) |
3D laser scanning, LiDAR, photogrammetry |
| .USDZ / .USDA |
Hierarchical USD scene description (Pixar / Apple) |
Defined (`metersPerUnit`, default 1 cm) |
Yes (UsdPreviewSurface PBR shaders) |
Apple AR Quick Look (iOS / iPadOS / visionOS) |
| .BLEND (Blender) |
Binary SDNA memory blocks (`Mesh`, `MVert`, `MPoly`) |
Blender scene units (default meters) |
Cycles / EEVEE shader nodes & packed textures |
Native Blender project archival and editing |