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Docs/Web 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.

Updated
1 November 2026
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Game engine link · Find every feature

Angelo guideBlender manual

Guide

  1. Getting started

Start

  1. Coming from Blender
  2. Find every feature
  3. Director Mode

The chat

  1. The chat and its modes
  2. Models and AI Providers
  3. Stay in control
  4. Start from a base mesh
  5. Parallel edit

Make

  1. Media Studio
  2. Video generation
  3. Video from your camera
  4. Photo to 3D model
  5. AI Render
  6. Angelo Library
  7. Generative AI and Flows

Render

  1. Rendering on the GPU
  2. Render engines
  3. Render a region
  4. Bake every map

Model and check

  1. Select Through
  2. Tension maps
  3. UV checker

Connect

  1. Game engine link
  2. Web export
  3. Claude Code and Codex
  4. Teams
  5. Your library in other AI apps
  6. Enterprise setup

Reference

  1. Updates and What's New
  2. Keyboard shortcuts
  3. Blender requests

Contents

  1. 01Export for the web
  2. 02The size budget, and what won't carry over
  3. 03Live browser preview
  4. 04Web shaders
Contents · 4 sections
  1. 01Export for the web
  2. 02The size budget, and what won't carry over
  3. 03Live browser preview
  4. 04Web shaders

At a glance

  • Web export and Live browser preview are in the chat's + menu under Share, and in File ▸ Export.
  • The web shows your scene as Three.js draws it, not as Blender renders it: the findings say what differs.
  • The preview runs in your own browser, on this computer only.

Where to find it

Web export and live browser preview
Chat bar + menu ▸ Share ▸ Web export / Live browser preview; File ▸ Export.

Or ask the agent in the chat where to find it: it answers from the same list.

01Export for the web#

  1. Press + in the message box and choose Web export, or use File ▸ Export ▸ Web (.glb, Three.js).
  2. Choose where to save the .glb file, and set the options at the side if you need to (below).
  3. 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).
OptionChoices
MeshesAutomatic (Meshopt when this build has it, else Draco, else uncompressed), Meshopt, Draco or None.
TexturesAutomatic (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 CallsOn by default: joins still objects that share a material, so the page draws faster. Merged objects lose their own names.
Selected OnlyExport 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.

02The 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.

03Live browser preview#

  1. Press + and choose Live browser preview, or File ▸ Export ▸ Live Web Preview.
  2. 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.
  3. 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.
  4. 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.

04Web 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.

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