RoadRunner can export scenes to the GL Transmission Format (glTF™).
From the menu, select File > Export > glTF (.gltf).
This parameter splits meshes by their segmentation type.
The Export to Tiles parameter splits the meshes per tile. This parameter also groups props by the tile that they are in.
By default, only one file is exported. Tiles are stored in separate nodes.
If Export Individual Tiles is enabled, then each tile is stored in its own glTF file (for example, scene _Tile_1_2.gltf).
RoadRunner follows the glTF 2.0 specification as much as possible, but there are some limitations.
Texture sampler information is not exported. This limitation might result in texture clamping issues for objects like signs.
RoadRunner uses a specular setup for materials. Because glTF uses metallic-roughness by default, RoadRunner attaches whatever is in the "Specular Map" slot to the "metallicRoughnessTexture" in the exported material and sets the "metallicFactor" to 0.