Prepare Your 3D Set

How to export a 3D model from Blender, or any glTF tool, so it looks its best in MoyStream: with its own lights, baked lighting and a choice of looks.

Export as GLB

MoyStream loads 3D models in GLB format (binary glTF 2.0): a single file with its geometry, materials and textures inside. In Blender, use File > Export > glTF 2.0 and choose the GLB format. Model in meters so your set keeps its real size next to your talent.

Bring Your Lights

The Point, Spot and Sun lights of your file come with the model: turn on Punctual Lights in the exporter options. MoyStream lists them in the hierarchy under "Lights from" your model. You can select them in the viewport, hide them, change their intensity or color, and restore the model's values at any time. They don't count toward your scene's light limit.

  • Lighting Mode: keep Standard, the exporter's default, and leave "Light units of the file" on "Standard (glTF)" in the model's Inspector. If you exported with Unitless, choose "Unitless".
  • Area lights: Blender's glTF exporter skips them. Replace each one with a Spot light before exporting, or add an "Area (panel)" light in MoyStream. Files that include rectangular area lights (the EXT_lights_area extension) are read with their size and intensity.
  • A model's lights light your set, never your talents or media. To light your talents, use MoyStream's own lights.

Baked Lighting: Blender Quality in Real Time

The closest match to a Cycles render is to bake the lighting into textures and export those surfaces as unlit: the shadows, bounces and glows you see in Blender travel inside the model and cost almost nothing to render. In Blender, bake each surface to an image on its own UV map, then build its material with a Mix Shader: a Transparent BSDF in the first input, an Emission shader showing the baked image in the second, and Light Path "Is Camera Ray" as the factor. The exporter writes it as an unlit material.

  • Baked surfaces show exactly what you baked: they don't react to MoyStream's lights, "Set tone" or "Set exposure".
  • Keep metals, glass and glowing parts as regular materials: they look best live, reflecting the environment.
  • A baked set doesn't cast or receive real-time shadows: its shadows are already in its textures.

Two Looks in One File: Material Variants

A GLB can carry several versions of its materials (glTF material variants), for example a "Baked" one and a "Realtime" one lit by the model's lights. Pick one per model in the Inspector, under "Material variant": the set tone, shadows and model lights follow the change, and your choice is saved with the scene. In Blender, turn on material variants in the glTF 2.0 add-on preferences, then create the variants and assign each mesh's materials in its glTF Material Variants panel.

Ambient Occlusion

For surfaces lit in real time, bake an ambient occlusion map and connect it to the Occlusion input of a "glTF Material Output" node group, the convention the Blender exporter reads. It's exported as the material's occlusion texture, and MoyStream uses it to darken the environment light in corners and where objects touch.

Real-Time Shadows

Turn on "Casts shadows" on a model so its parts cast real-time shadows on the set and your talents, from the lights that cast shadows. It's off by default and drawn at High and Ultra render quality.

  • In a closed set with a ceiling, a directional light is blocked everywhere inside. Use spot lights within the set instead.

Materials That Translate Well

Use the Principled BSDF: it maps directly to glTF materials. Other shaders don't export.

  • Glass: the stream shows glass through its Alpha (0 is invisible, 1 is opaque). Transmission only shows in the editor view.
  • Glowing parts: the Emission color is exported as is. Set the strength of the halo in MoyStream with "Emission glow".
  • Metals reflect the scene's environment. Adjust them with "Environment intensity (reflections)".
  • Chroma screens and photos: export them unlit, so their color stays exact whatever the lights do.

Matching Blender's Look

Blender renders with Filmic or AgX by default, which softens bright areas. For surfaces lit in real time, set "Set tone" to "Filmic" and lower "Set exposure" a little to get closer to your Blender render. Baked surfaces already carry Blender's look.