Bring your work
From Blender
Send your Blender scene to the studio in one click with the free Auddomate Render add-on, or export a GLB by hand.
Send to Auddomate Render
The free Auddomate Render add-on puts a Send to Auddomate Render button in Blender. One click exports your scene, opens the studio in your browser, and your model arrives already loaded.
Download Auddomate Render for Blender · version 1.0.1 · Blender 4.2 and later
Install it
- In Blender, open Edit → Preferences → Get Extensions.
- Open the menu at the top right, choose Install from Disk, and pick the downloaded zip. Don't unzip it.
- Make sure Auddomate Render is ticked in the list.
Use it
- Open your scene.
- Press Send to Auddomate Render in the Auddomate Render tab of the 3D view's sidebar (press N to show it), or choose File → Export → Send to Auddomate Render.
- Your browser opens the studio, and your scene arrives a moment later.
The first time, Chrome may ask whether auddomate.com may access other apps and services on this device. Allow it: that's how the studio collects the scene from Blender. Nothing leaves your computer.
Every scene you send is also saved in Documents › Auddomate Render as a GLB. Show the saved copies in the same tab opens that folder.
Export a GLB by hand
Blender's glTF exporter is built in and brings almost everything across:
- Choose File → Export → glTF 2.0 (.glb/.gltf).
- Set Format to glTF Binary (.glb), so everything travels in one file.
- Under Include, turn on Cameras and Punctual Lights if your scene has them.
- Under Data, make sure Apply Modifiers is on, so subdivision and other modifiers are baked in.
- If your scene moves, open Animation and leave it on. Turn on Shape Keys for morphs and Skinning for rigged characters.
- Export, then drag the
.glbfile onto the render in Auddomate.
Materials
The Principled BSDF is exactly what glTF was designed around, so it comes across beautifully: base color, metallic, roughness, transmission for glass, coat for clear coat, emission for glowing surfaces, and the textures plugged straight into them.
Procedural textures, like noise or Voronoi made in the node editor, can't be exported as they are. Bake them to image textures first, and plug those into the Principled BSDF.
See Materials for how each kind of surface is read.
Lights
Point, spot and sun lights all come across, with their color, strength, cone and direction. Area lights don't exist in glTF, so they're left out; for big, soft light, use a plane with an emissive material, or one of Auddomate's skies.
Blender's exporter converts light strength into real-world units, which can make lights very bright. If your scene opens blown out, lower Light strength in the Light tab, or use Exposure.
Shape keys and rigs
Shape keys become morph targets, and armatures become skins. Both play back in Auddomate exactly as in Blender, including the shape-key values you animated.
Auddomate reads up to four bone influences per point, which is the glTF standard. Blender's exporter limits weights to four by default.
Simulations
Physics, cloth, geometry nodes and particles need to be baked before export. Bake the simulation, or apply it as keyframes, then export with Animation turned on.
Units and size
glTF is always in metres, and so is Blender's default scene, so your model arrives at its real size. If you work at a different unit scale, the exporter converts it for you.