Texture Exporter docsglTF export window

Texture Exporter/Use it

Exporting with glTF

The Texture Export section in Blender's glTF exporter, and what changes in the files it writes.

Texture Exporter adds a section to Blender’s own glTF exporter, so the textures are encoded as part of an ordinary File ▸ Export ▸ glTF 2.0.

Turn it on

In the export window’s sidebar, tick the header of Texture Export (KTX2 / WebP / AVIF). It’s off by default, and the choice is saved with the scene in the .blend: tick it once and every later export of that scene uses it, including exports run by scripts or AI agents.

File ▸ Export ▸ glTF 2.0
Blender's glTF export window with the Texture Export section open in its sidebar.

The section

Texture Export
The Texture Export section: the texture list with a warning, and the selected normal map's KTX2 ETC1S settings with the warning to use UASTC.
  • The textures in this export. The list follows the exporter’s own Selected / Visible / Renderable / Active Collection options, so it shows exactly what this export includes.
    • Each texture has a checkbox; the buttons beside the list tick all, none, or invert.
    • An unticked texture isn’t exported at all. Its slot is removed from the glTF’s materials, with no fallback to the original image.
    • Double-click a name to rename the exported file.
  • Settings for the active texture: the same settings as the Scene panel.
  • Apply to… copies the active texture’s settings to other textures in this export. A dialog lists them with checkboxes. Each texture keeps its export tick and file name.
  • Edit All… opens a wide window with every texture’s settings side by side.
  • Hashed File Names and Only Export Modified Textures, as in the Scene panel.

Textures To

Option Folder
Relative Folder (default textures) A folder next to the exported file. .. goes up a level, e.g. ../textures.
Next to the File The same folder as the .glb / .gltf.
Scene Panel Folder Wherever the Scene panel exports to. It must be on the same drive, so the URI can stay relative.

Below it the sidebar shows the URI prefix the glTF will use, and the absolute folder.

What the export writes

  • Each texture is encoded (KTX2 encodes run in parallel), and the glTF references <folder>/<name>.ktx2, .webp, .avif or .png by a relative URI. The GLB itself holds only geometry, materials and animation.
  • Each texture gets its own sampler. minFilter is LINEAR when mipmaps are off.
  • If a texture fails to encode, it falls back to an external PNG, so the file stays valid.
  • The add-on remembers the file as the last exported glTF, which the Scene panel’s status box and Update glTF use.

Exporter options that matter

  • Images must be Automatic or any format except None. None exports no textures.
  • Materials must be Export. With Placeholder, Viewport or No Export there are no textures, and the export doesn’t replace the last exported glTF. (Geometry-only GLBs written by other add-ons, such as Blender to TSL, don’t replace it either.) The section warns you when Materials isn’t Export.
  • Draco and meshopt mesh compression (Data ▸ Mesh ▸ Compression) work as usual. They only change the geometry, and Update glTF leaves the compressed buffers untouched.
  • .glb and .gltf + .bin both work.