Import limits for Unreal, Twinmotion, Enscape, Lumion and D5 Render
What each renderer accepts when you bring a 3D model in: formats, triangle counts, texture sizes, units, materials and animation. Every value links to the vendor sentence it comes from or to our own measurement, and where neither exists the table says so instead of guessing.
- docs
- Quoted from the vendor’s own documentation, with the date we read it.
- measured
- Measured by importing test files; the machine and version are in the method.
- Not published
- The vendor does not state it anywhere we could find.
- Not measured yet
- We have not run this test on this application yet.
Check a 3D model — Drop your own file to see its numbers against these limits, per application.
| Property | Unreal Engine | Twinmotion | Enscape | Lumion | D5 Render |
|---|---|---|---|---|---|
| File formats |
|
|
|
| |
| Triangles: imports |
| Not measured yet | Not measured yet | Not published | Not published |
| Triangles: stays at 20 fps | Not measured yet | Not measured yet | Not measured yet | Not published | Not published |
| Triangles: recommended | Not measured yet | Not measured yet |
| Not published | Not published |
| Texture: maximum | Not measured yet | Not measured yet | Not measured yet |
| Not published |
| Texture: recommended | Not measured yet |
| Not measured yet |
| Not published |
| File without units read as |
| Not measured yet | Not measured yet |
| Not published |
| Honours the file’s units |
|
| Not measured yet | Not published | Not published |
| PBR maps survive | Not measured yet | Not measured yet |
| Not published | |
| glTF material extensions |
| Not measured yet | Not measured yet | Not published | Not published |
| Bone animation |
| Not measured yet |
|
| |
| Move / rotate / scale animation |
| Not measured yet | Not published | ||
| Instances kept | Not measured yet | Not measured yet | Not published | Not published |
Unreal Engine
Epic documents built-in import for FBX, glTF and USD; design formats such as Rhino go through Datasmith. The documentation is broad but rarely numeric, so most of this column is measured.
- Triangles: imports
- Works at 50M (largest tested) (FBX only) measured
- Triangles: stays at 20 fps
- Not measured yet
- Triangles: recommended
- Not measured yet
- Texture: maximum
- Not measured yet
- Texture: recommended
- Not measured yet
- File without units read as
- centimetres (OBJ only) measured
- Honours the file’s units
- Yes (FBX only) measured
- glTF material extensions
- KHR_
materials_ transmission, KHR_ materials_ clearcoat, KHR_ materials_ sheen, KHR_ materials_ emissive_ strength (glTF/GLB only) measured
- KHR_
What the vendor says
“Unreal Engine offers built-in support for importing and exporting FBX files.”
File formats · source
“You can import the following glTF formats”
File formats · source
“Loads .usd , .usda , .usdc , and .usdz formats.”
File formats · source
“the textures used in the materials applied to those meshes in their respective 3D application (diffuse and normal map only) are also imported”
PBR maps survive · source · Epic’s FBX Static Mesh Pipeline page. Our FBX test file could only carry base colour and normal maps; both arrived, so it neither confirms nor contradicts the rest.
What we measured
- Triangles: imports (FBX only): Every ladder step from 100k to 50M imported in full; 50M took 494 s. method
- Honours the file’s units (FBX only): A 1 m cube saved in millimetres, centimetres and metres arrived at 100 cm each time. method
- glTF material extensions (glTF/GLB only): Each arrived with its own Unreal material and the values the file set. method
- Bone animation (FBX only): Also documented by Epic: “Features supported for importing Skeletal Meshes using FBX: Materials including textures Animations” method
- Bone animation (glTF/GLB only): Also documented by Epic: “Importing rigged models with Skeletal Meshes, Skeletons, and Animation Sequence assets.” method
- Move / rotate / scale animation (FBX, glTF/GLB only): Arrives as a skeletal mesh with an animation sequence. method
- Instances kept (FBX, glTF/GLB only; for a Content Browser import): 100 instances of one mesh arrived as 100 static mesh assets. method
If your file is over
Keep Nanite on for dense static meshes (recent versions enable it on import), or decimate before export. Split very large scenes into several files so a failed import does not cost you the whole scene.
Twinmotion
Twinmotion publishes a complete list of the formats it imports, and gives advice on texture sizes rather than a hard limit.
- File formats
- Datasmith, glTF, GLB, FBX, SKP, OBJ, C4D, 3DS, DAE, DXF, IV, LW, LWB, LWM, LWO, LWS, LXO, PLY, STL, WRL, WRL97, VRML, WIRE docs
- Triangles: imports
- Not measured yet
- Triangles: stays at 20 fps
- Not measured yet
- Triangles: recommended
- Not measured yet
- Texture: maximum
- Not measured yet
- Texture: recommended
- 2,048 px docs
- File without units read as
- Not measured yet
- Honours the file’s units
- Yes docs
- PBR maps survive
- Not measured yet
- glTF material extensions
- Not measured yet
- Bone animation
- Yes (FBX, glTF/GLB only) docs
- Move / rotate / scale animation
- Yes (FBX, glTF/GLB only) docs
- Instances kept
- Not measured yet
What the vendor says
“Twinmotion supports the following geometry file formats:”
File formats · source
“Avoid saving textures in dimensions higher than 2048 x 2048, as this can quickly increase memory consumption in Twinmotion.”
Texture: recommended · source
“In general, most imported geometry files contain unit information about the scale of objects, and this is detected automatically and used by Twinmotion when Auto is selected.”
Honours the file’s units · source · With the Auto unit option selected.
“Twinmotion supports the following animated file formats:”
Bone animation · source
If your file is over
Keep textures in powers of two and at the recommended size, decimate furniture and vegetation before export, and bring large projects in through Datasmith rather than one file.
Enscape
Enscape renders what your CAD application holds, so for most projects the host program decides what loads. The limits Chaos documents are for importing a model into the Custom Asset Library, and every value in this column is about that import.
- File formats
- glTF, OBJ, FBX (for a Custom Asset Library import) docs
- Triangles: imports
- Not measured yet
- Triangles: stays at 20 fps
- Not measured yet
- Triangles: recommended
- Under 20,000 triangles (for a Custom Asset Library import) docs
- Texture: maximum
- Not measured yet
- Texture: recommended
- Not measured yet
- File without units read as
- Not measured yet
- Honours the file’s units
- Not measured yet
- PBR maps survive
- Not measured yet
- glTF material extensions
- Not measured yet
- Bone animation
- Not measured yet
- Move / rotate / scale animation
- Not measured yet
- Instances kept
- Not measured yet
What the vendor says
If your file is over
For a custom asset, decimate the model before importing it into the library. For a full scene, reduce it in the host CAD program: Enscape shows what the host holds.
Lumion
Lumion publishes its format list and a texture maximum, and is explicit about which kinds of animation it can import. It runs on Windows only, so this column is documented, not measured.
- File formats
- DAE, SKP, FBX, DWG, DXF, MAX, 3DS, OBJ, glTF, GLB docs
- Triangles: imports
- Not published
- Triangles: stays at 20 fps
- Not published
- Triangles: recommended
- Not published
- Texture: maximum
- 16,384 px docs
- Texture: recommended
- 4,096 px docs
- File without units read as
- metres (OBJ only) docs
- Honours the file’s units
- Not published
- PBR maps survive
- Yes (glTF/GLB only) docs
- glTF material extensions
- Not published
- Bone animation
- No docs
- Instances kept
- Not published
What the vendor says
“Supported file formats: .dae, .skp, .fbx, .dwg, .dxf, .max, .3ds, .obj., .gltf, .glb.”
File formats · source
“Lumion can import .JPG, .PNG, .PSD, .BMP, .TGA, .TIF, .DDS and even .MP4 video textures at a maximum of 16,384x16,384 pixels.”
Texture: maximum · source
“we recommend using 2K textures for general usage, and up to 4K textures for close-up shots”
Texture: recommended · source · 2K for general use; up to 4K for close-ups.
“This is now assumed to be 1 meter for files imported from .OBJ or .3DS.”
File without units read as · source
“Comes with a full PBR (Physically Based Rendering) import workflow that Lumion 2023 and newer supports.”
PBR maps survive · source
“It is not possible to import vertex animations, morph animations or bone animations into Lumion.”
Bone animation · source
“However, it is possible to import move/rotate/scale animations from some 3rd party modeling applications”
Move / rotate / scale animation · source
“only move/rotate/scale are supported”
Move / rotate / scale animation · source
If your file is over
Reduce textures to the recommended size and decimate heavy models before export. Convert bone animation to move / rotate / scale keyframes, or it arrives static.
D5 Render
D5 Render documents little about imported models beyond its format table and a note on FBX animation. It runs on Windows only, so this column is documented, not measured.
- File formats
- SKP, FBX, Rhino 3DM, ABC, OBJ, DAE, 3DS, DXF, STL, glTF, GLB docs
- Triangles: imports
- Not published
- Triangles: stays at 20 fps
- Not published
- Triangles: recommended
- Not published
- Texture: maximum
- Not published
- Texture: recommended
- Not published
- File without units read as
- Not published
- Honours the file’s units
- Not published
- PBR maps survive
- Not published
- glTF material extensions
- Not published
- Bone animation
- No (FBX only) docs
- Move / rotate / scale animation
- Not published
- Instances kept
- Not published
What the vendor says
“Directly open or import model files on the welcome page or when editing the scene.”
File formats · source · Not presented as complete: the page’s table mixes direct import and converter plugins. Its .ply entry is Gaussian Splatting, not a mesh, so PLY is left out.
“Currently, FBX import with bone animation is not supported.”
Bone animation · source
If your file is over
Split heavy models into several imports. Convert bone animation to Alembic before import, as D5 recommends.
How these values were collected
Documented values come from the vendor’s own pages only: Epic Games for Unreal Engine and Twinmotion, Chaos for Enscape, Lumion and D5 for their products. Forums and third-party blogs were used to find pages, never as a source. Each value links to its page and quotes the vendor’s sentence, so you can see whether the page has changed since we read it.
A statement is kept to the scope the vendor gave it. Where a page speaks only of FBX, or only of the Enscape Custom Asset Library, the table and the model check say so and do not apply it to other files.
Measured on MacBook Pro, M1 Pro, 16 GB, macOS 26.5.1: Unreal Engine 5.8.3.
Measured values come from test files imported by a script into an empty project with the default import settings, on the machine named above. In the Unreal Engine version named there, those defaults build Nanite for every imported mesh, so that is what we measured. The triangle test uses a ladder of fixed steps and reports the largest step that worked and the first that failed, never a number in between. Where every step worked, the table says “largest tested”: a bigger file may still import.
Frame rate is not measured yet. With Nanite on, frame rate from a fixed camera barely follows the triangle count, so it would not show where a model becomes too heavy. Files were imported as assets into the Content Browser; placing them straight into a level was not tested. The machine is near the bottom of what these applications support, so treat measured values as a floor: if a file works here, it works on most machines.
Last updated 2026-09-22.
Questions
- How many polygons can Unreal Engine import?
- Epic does not publish a triangle limit. We imported FBX test files of rising size into Unreal Engine with its default settings, which build Nanite, and every step up to the largest we tried arrived in full; the largest took several minutes. The table shows that step. A bigger file may still import: we have not found where it stops.
- Do my textures and PBR maps survive an import into Unreal Engine?
- From glTF and GLB, yes: in our test the base colour, normal, metallic-roughness and occlusion maps all arrived connected, and the glTF material extensions we tried kept their values. From FBX, Epic documents that only the diffuse and normal maps come along, so plan to reconnect roughness and metallic maps by hand. Textures were not reduced on import.
- How many polygons can Twinmotion handle?
- Epic does not publish a triangle limit for Twinmotion; its optimisation pages advise reducing triangles without giving a number. The table shows what we measured once that test has run, and the model check compares your file against it.
- What is the maximum texture size in Lumion?
- Lumion documents both a maximum it can import and a smaller size it recommends for everyday use and for close-ups. The table quotes both with their source.
- Why is my model the wrong size or on its side after import?
- Usually because the file carries no unit (OBJ and some STL files never do) and the application assumes one, or because the up axis differs. The table shows which unit each application assumes where the vendor says so or we measured it, and the model check tells you whether your file declares one.