# Blender 6.1 Exporter

**URL:** <https://forum.babylonjs.com/t/blender-6-1-exporter/3209>\
**Category:** Content creation (3dsMax, Maya, Blender, glTF)\
**Created:** [May 14, 2019, 5:35pm UTC](https://forum.babylonjs.com/t/blender-6-1-exporter/3209 "2019-05-14T17:35:42Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![oglu](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/oglu/32/1677_2.png) [@oglu](https://forum.babylonjs.com/u/oglu)\
**Post date:** [May 15, 2019, 6:14am UTC](https://forum.babylonjs.com/t/blender-6-1-exporter/3209/5 "2019-05-15T06:14:09Z")

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Im doing a visual for the Babylon Shader.

> [@Visual representation of the Babylon Shader](https://forum.babylonjs.com/t/visual-representation-of-the-babylon-shader/3130/15):
>
> version 3.0

I tried here to map all textures exported from Blender.  
But im not sure about Specular and Reflection.

If we use a metallic workflow there is no Speculartexture right?  
The Albedo is used to tint the metallic part.

And the Reflection is combined with the environment texure?

 ![pbr_proposal_3](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/c/c8cd6d1772d4ec72ddd61a5ec9ff24aeab3004e6.jpeg)

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