# 3D models and scenes

> Inspect models and splats, compose a scene with a 3D Editor node, choose render outputs, and keep useful models or scene results for later work.

Source: https://kaitoi.io/docs/studio/3d/
Section: Kaitoi Studio / Media tools
Written for: Anyone using 3D assets or 3D editor nodes in a workflow.
Last reviewed: 2026-10-24

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A model preview lets you inspect a 3D result. A **3D Editor** node provides an
editable scene and render outputs. A Gaussian splat has its own viewer; it is
not an interchangeable mesh model.

## Read the information in each pass


The illustrated camera observes one cube, but each pass describes different information. Color shows surfaces; depth encodes distance; normals encode orientation. Actual formats and encodings follow the node contract. Inspect the pass your next step needs. A supported Scene GLB export, a render image and a Blender service are distinct outputs or execution paths. A splat is not an interchangeable mesh.

*Figure: Compare color, depth and normal information from one example scene.*

## Inspect an asset

Open a supported model result in its preview. Orbit, pan, and zoom to inspect
the complete asset. Use the available material, lighting, animation, and camera
controls for that file. Formats differ in which of those features they contain.

For a splat, use its viewer and orientation controls to inspect the captured
scene. Check the source format accepted by the next node before connecting it
to a mesh-processing operation.

## Build a scene

Add a 3D Editor node, load the supported assets, and arrange objects and cameras.
Use its lighting and scene controls to establish the intended view. For a
render, confirm the active camera, dimensions, and output options.

Where supported, the node can produce several passes such as a render, color,
or depth output. Connect the particular output your next operation expects;
the image in the preview is not necessarily every available pass.

## Choose a rendering path

Interactive previews and a Blender-backed workflow are separate paths. Blender
nodes need a configured reachable Blender service. Follow
[Local models and services](/docs/integrations/local-services/) before using
nodes that depend on software running on your own machine.

## Keep portable results

Download the model or scene outputs you need and keep their supporting assets
where the format requires them. Inspect an exported render in its destination
viewer. A successful in-app preview does not prove that another application
supports the same materials, animation, or file features.

## Choose the right pass and portable output

**View:** inspect supported mesh and splat material in the 3D Editor.
**Bake:** choose the required camera and Render/Color/Depth/Normal outputs.
Splats appear only in Shaded/Render and ignore scene lighting. **Scene GLB:**
exports the supported mesh scene and excludes splats.

## Checks and next steps

The 3D Editor accepts supported mesh and splat inputs, camera information,
environment maps, and a background image. Review frame count, frame rate,
render scale, and camera setup before **Bake**. Supported outputs include
Render, Color, Depth, Normal, their video variants, Camera Data, and Scene GLB.
Connect the specific output your next step needs.

Splats appear in the Shaded view and Render bake pass, ignore scene lighting,
and are excluded from Color, Depth, Normal, and Scene GLB. A scene that looks
right in Shaded view can therefore differ from an exported mesh scene or a
technical pass. Inspect each intended pass rather than assuming the preview
represents all outputs.

Use **Export Scene GLB** for the supported mesh-scene export and keep required
assets. A Blender service remains a separate rendering path with its own
connection and runtime requirements.
