DocsWeb export
Your scene on the web
New in 1.0.6 Export a scene as one compressed .glb file for Three.js, with its size budget and what won't carry over, or watch it in your own browser as Three.js draws it, updated after every change.
Export for the web#
- Press + in the message box and choose Web export, or use File ▸ Export ▸ Web (.glb, Three.js).
- Choose where to save the .glb file, and set the options at the side if you need to (below).
- Export. A message says the file's size, triangles, draw calls, textures and how many findings it has (in Director it appears in the top bar).
| Option | Choices |
|---|---|
| Meshes | Automatic (Meshopt when this build has it, else Draco, else uncompressed), Meshopt, Draco or None. |
| Textures | Automatic (KTX2 when gltfpack is set up, else WebP), WebP, KTX2 or Keep (the images' own PNG and JPEG files). KTX2 needs gltfpack, set in the glTF add-on's preferences or installed on your system. |
| Merge Draw Calls | On by default: joins still objects that share a material, so the page draws faster. Merged objects lose their own names. |
| Selected Only | Export only the selected objects. |
Exporting doesn't change your scene or add an Undo step, and it leaves you in the mode you were in. You can also ask the agent to export for the web; it asks first, and writes under a new name, never over a file.
The size budget, and what won't carry over#
The budget is read from the file that was written: its total size, triangles, draw calls, meshes and materials, and each texture's format, size and pixel dimensions. The preview page shows it in full.
Each finding says what won't look the same on the web, and how to fix it. Among them:
- Material nodes the exporter can't read, such as procedural textures; the fix is to bake them.
- Area lights, which glTF doesn't have, and the world, which isn't exported: the preview adds a neutral studio environment.
- Volumes, Grease Pencil and particle systems. Modifiers whose result changes over time are frozen at the current frame.
- UDIM tiles, movie textures, missing images and textures over 4,096 pixels, more than many phones take.
- Motion blur, depth of field and compositor effects, and scenes over a million triangles.
Live browser preview#
- Press + and choose Live browser preview, or File ▸ Export ▸ Live Web Preview.
- Your browser opens a page on this computer with your scene, its size budget, what doesn't carry over and the settings used. It starts from the scene's camera when there is one, and keeps your view when it reloads.
- Keep working. After each change, yours or the agent's, Angelo exports again once the scene is still, and the page updates. It waits while you drag, paint a stroke or play the animation, and while you're in Edit Mode it waits until you leave it. If an export fails, the last good one stays on the page and says so.
- Stop it with File ▸ Export ▸ Stop Web Preview. It also stops when you quit Angelo.
On the page, the chevron folds the report to its title, and the button beside it, or the I key, hides it so nothing covers the scene. A small button in the corner brings it back, and still shows when a new export arrives. The page keeps your choice across updates and reloads.
Web shaders#
Give a material a web look in Properties ▸ Material ▸ Web Shader: Toon, Rim Glow, Hologram, or a GLSL shader file of your own, with its settings as sliders and colours. Blender keeps showing the material's own nodes; the live browser preview shows the web shader, and updates as you change its settings or save the file.