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OBJ is a geometry definition file format developed by Wavefront Technologies, used to store 3D model data in a plain-text ASCII format and widely employed as an interchange format between modeling, rendering, and animation software. An OBJ file describes the vertices, texture coordinates, vertex normals, and faces that compose a model. Data appear as lines starting with keywords such as v for vertex coordinates, vt for texture coordinates, vn for vertex normals, and f for faces. Faces reference indices of the preceding elements, typically using 1-based indexing, with a syntax like f v1/vt1/vn1 ... . The format also supports grouping with o and g, applying materials with usemtl, and smoothing with s. Additional lines may specify parameters or comments marked by #.

Materials for OBJ models are defined in a separate MTL file, linked by an mtllib directive. The

OBJ originated in the 1980s with Wavefront’s tools and became an industry standard due to its simplicity

MTL
file
specifies
material
properties
such
as
ambient,
diffuse,
and
specular
colors,
shininess,
and
texture
maps
via
tokens
like
Ka,
Kd,
Ks,
Ns,
and
map_Kd.
OBJ
itself
does
not
embed
shading
models;
it
relies
on
the
material
definitions
in
the
associated
MTL
file
and
the
rendering
system
to
interpret
them.
and
broad
tool
support.
It
remains
popular
for
workflows
requiring
straightforward
geometry
interchange
between
modeling
packages
(such
as
Blender,
Maya,
and
3ds
Max)
and
game
engines
or
renderers.
Limitations
include
lack
of
animation
data,
scene
graphs,
or
metadata
beyond
basic
geometry
and
materials;
no
explicit
units
or
coordinate
system;
and
reliance
on
external
MTL
files
for
materials,
which
can
lead
to
inconsistencies
across
tools.