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CLO to Stage Export Guidelines

Version 1.0 -  June 2024

When wanting to export your CLO files to Stage, we recommend using GLB/GLTF for best results.  The following settings will help you get the best results from your exports.

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  • Object Settings - Select the options that you want to come with your export.  It is recommended that you at least select “Select All Patterns” as well as “Select All Graphics and Trims”.  Only check “Select All Avatars” if you want the generic avatar form to be included.  If you have custom avatars created for you by Trapdoor, keep this unchecked, as you will add the full high-resolution avatar in Stage.

  • Enable “Single Object”

  • Enable “Thick”

  • Do not use “Unified UV Coordinates” unless you want all UVs to be in a single texture.  This is not recommended because small details in the textures (stitching, etc.) get blurred out because of the lack of pixel density.


If you decide to use Unified UV Map, make sure the resolution is set to 4096 or bigger to ensure detailed texture maps.  Also select Diffuse, Normal, and Metallic/Roughness map export.

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  • Leave all other options blank as seen in the image to the left.

  • Click Okay.

Material Settings​

Stage materials are optimized for the standard PBR workflow.  There are settings inside of CLO that are meant specifically for materials in CLO, but do not transfer to other software.  Using these settings will look fine in CLO, but will affect the PBR export and make the exported materials look incorrect.  

 

One of these is the “Reflection Intensity” parameter.  This is a value that affects the reflectivity of the material inside of CLO, but causes the Roughness map export to be incorrect in Stage.  Always leave this slider at 100.

 

The key here is that if you have a roughness map that you are using in your material, set the roughness type to “Map”, set the “Map Intensity” to 100 (this ensures that the roughness exactly matches the black/white values of the input map), and if you need to invert the map, check the box:

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In a roughness map, white values mean completely rough, while black values mean completely smooth.  This is the standard for a metallic/roughness PBR workflow.  Only check “Invert” if the map has been authored in reverse.  This is highly unlikely, but can happen sometimes.

 

If your material doesn’t have a roughness map, choose “Intensity” from the Roughness drop down, and then set the “Intensity” slider to the desired amount.  This will generate a map with a value of black (0-Completely shiny) to white (100-Completely rough).

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Once again, don’t touch the “Reflection Intensity” slider at all.  

 

Adhering to these settings will ensure that the most compatible export is created for Stage.  It also ensures that the GLB that is exported will also work wherever GLB files are accepted, whether on the web, or in other DCC applications.


Additionally, there are some material types that are unique to CLO, and tend to not export correctly for use in Stage or other rendering applications.  They are listed here:

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Most of these will not export with PBR settings that will correctly reproduce what it looks like in CLO (Fabric_Matte is the most compatible).  Experimentation is needed to see what exports with your setups and what does not.

 

These guidelines will work for CLO up to version 2024.  They may change depending on the version of CLO that is being used.

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