# Export from Blender3 to Babylon Js to get texture and lighting results

**URL:** <https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792>\
**Category:** Questions\
**Tags:** blender\
**Created:** [January 16, 2022, 1:26am UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792 "2022-01-16T01:26:31Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![impactcolor](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/impactcolor/32/21145_2.png) [@impactcolor](https://forum.babylonjs.com/u/impactcolor)\
**Post date:** [January 16, 2022, 1:26am UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792/1 "2022-01-16T01:26:31Z")

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I exported a model from Blender using both .gltf and .glb When rendered my model looks clean with good lighting.

 ![Screen Shot 2022-01-15 at 5.24.37 PM](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/0/7/07e9a35786a1f04aa5893ac1dd41544f5fd4657e.jpeg)

I then import this into Babylon.js and it looks flat nothing like the render in Blender.

 ![Screen Shot 2022-01-15 at 5.24.48 PM](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/b/0/b0ca8e21c22b628b4fe4216434e342862de07e6e.jpeg)

From the Blender export I select Data: Custom Properties & Punctual Lights. From Geometry I se;ect, Apply Modifiers, UVs, Normals, Vertex Colors.

 ![Screen Shot 2022-01-15 at 5.24.56 PM](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/7/5/75b279b284a8c2b0d75e003a8727d554d1bec772.png)

In Babylon js I use a HemisphericLight only.

Any idea what I’m doing wrong?

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**Author:** ![labris](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/labris/32/12576_2.png) [@labris](https://forum.babylonjs.com/u/labris)\
**Post date:** [January 16, 2022, 1:45am UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792/2 "2022-01-16T01:45:04Z")

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Did you try to put your file to the [Sandbox](https://sandbox.babylonjs.com/) and how it looks there?

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<div class="post-metadata">

**Author:** ![impactcolor](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/impactcolor/32/21145_2.png) [@impactcolor](https://forum.babylonjs.com/u/impactcolor)\
**Post date:** [January 17, 2022, 6:55pm UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792/3 "2022-01-17T18:55:48Z")

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Yes I also put it in a playground here: [https://playground.babylonjs.com/#8LFTCH#1012](https://playground.babylonjs.com/#8LFTCH#1012)

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**Author:** ![labris](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/labris/32/12576_2.png) [@labris](https://forum.babylonjs.com/u/labris)\
**Post date:** [January 17, 2022, 9:01pm UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792/4 "2022-01-17T21:01:27Z")

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I improved your PG a bit - [https://playground.babylonjs.com/#8LFTCH#1016](https://playground.babylonjs.com/#8LFTCH#1016)  
What I can say:

1. The model is too big (128 Mb). I believe that such a model shouldn’t weight more than 20 Mb if you aim to real time render.
2. GTLF doesn’t support environment export, so you need to create this in Babylon.
3. There are a lot of conflicting planes. I fixed the floor (which doesn’'t blink anymore) but are you sure that you’ll need the outer floor to be shown to somebody? If not, just delete it.
4. Here are a couple of helpful links: [What are the best practices for environment meshes made for Babylon?](https://forum.babylonjs.com/t/what-are-the-best-practices-for-environment-meshes-made-for-babylon/25927) and [Optimizing scenes for better WebGL performance - Soft8Soft](https://www.soft8soft.com/docs/manual/en/introduction/Optimizing-WebGL-performance.html) . Hope it may help 🙂

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<div class="post-metadata">

**Author:** ![impactcolor](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/impactcolor/32/21145_2.png) [@impactcolor](https://forum.babylonjs.com/u/impactcolor)\
**Post date:** [January 17, 2022, 11:14pm UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792/5 "2022-01-17T23:14:29Z")

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Awesome let me jump on this and review this. THANK YOU!!!

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<div class="post-metadata">

**Author:** ![impactcolor](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/impactcolor/32/21145_2.png) [@impactcolor](https://forum.babylonjs.com/u/impactcolor)\
**Post date:** [January 27, 2022, 10:40pm UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792/6 "2022-01-27T22:40:09Z")

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Hi! Thanks for all the helpful tips. I went through this model and fixed a bunch of things. The model is down to 27 megs. I had a question not sure if you can help me with them.

1. This is a screen shot of the render: [2022-01-27\_14-11-00](https://www.screencast.com/t/GJwDryo7BkU)  
The model shows the roof displaying two sections on the ceiling but on the babylon js it only shows one part. It appears that the ceiling is somehow being morphed to change on half the model.

2. Why does the ground blink on and off when it’s set to true does that have to do with something in the model?

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<div class="post-metadata">

**Author:** ![labris](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/labris/32/12576_2.png) [@labris](https://forum.babylonjs.com/u/labris)\
**Post date:** [January 27, 2022, 10:56pm UTC](https://forum.babylonjs.com/t/export-from-blender3-to-babylon-js-to-get-texture-and-lighting-results/26792/7 "2022-01-27T22:56:28Z")

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> [@impactcolor](#):
>
> Why does the ground blink on and off when it’s set to true does that have to do with something in the model?

> [@labris](#):
>
> conflicting planes. I fixed the floor (which doesn’'t blink anymore)

If you need the ground make sure that it doesn’t have the same y coords

> [@impactcolor](#):
>
> It appears that the ceiling is somehow being morphed to change on half the model.

Usually this relates to some errors on a model level.
