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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.

Written for
Anyone using 3D assets or 3D editor nodes in a workflow.

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

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

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.

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 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.

Last reviewed against Kaitoi on 24 October 2026. View this page as Markdown

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