# The Scene panel

> Every texture in your scene in one list, with details, object selection, renaming and the export buttons.

Texture Exporter docs · https://tools.ashthornton.dev/blender-texture-exporter/docs/scene-panel/

**Properties ▸ Scene ▸ Texture Export** is where you manage the textures of the whole scene: their settings, where they're written, and the glTF they belong to.

![The full Texture Export panel: filter buttons, a summary line with a warnings count, the texture list, the Details of the selected texture with its settings, the Export To folder, the export buttons and the glTF status box.](https://tools.ashthornton.dev/_astro/scene-panel-full.B2dJytID.png "Properties ▸ Scene ▸ Texture Export")

## The texture list

Each row shows the texture's thumbnail and name, its export state, scale, format, mipmaps, the **preview** toggle (eye) and the **Export** toggle. The line above it sums up the list: how many textures, how many of each format, the total size, and how many warnings.

- **Visible / Selected / Renderable / Collection** filter the list by the objects that use each texture. They combine, and with none on, the whole scene is listed. **Collection** means the active collection and its children. The refresh button rescans the scene.
- **Tick the checkbox** on rows to select them for **Apply to Selected** and **Export Selected**. The buttons beside the list tick all, none, or invert.
- The **status icon** shows the texture's state: *Exported*, *Settings changed* (needs exporting again), a warning, or *file missing* / *not saved*.

### Packed textures

When Blender's glTF exporter would pack images together, for example Metallic and Roughness from two separate images into one texture, the list shows them as **one row**, the same way the exporter does. An ORM map that feeds several inputs is listed once, with every input it feeds.

![Details of fabric_orm: Data, UASTC, linear; inputs Metallic, Occlusion and Roughness; used by the Brown, Paisley and Striped materials.](https://tools.ashthornton.dev/_astro/setting-packed.DJaKe05W.png)

### Renaming the exported file

**Double-click a texture's name** to rename the file it exports to. Only the exported file changes; the image in Blender keeps its name.

![The fabric_paisley_color row being renamed in place to paisley-albedo.](https://tools.ashthornton.dev/_astro/setting-rename.1zCxNNLk.png)

- The name is made file-safe: `Glow Map.png` becomes `Glow_Map`.
- If two textures end up with the same name, the second gets `-2`.
- Clear the name to go back to the image name.
- A renamed texture shows *Settings changed*. **Update glTF** writes the new file and points the glTF at it. The old file stays until you use [Clean Up](https://tools.ashthornton.dev/blender-texture-exporter/docs/shared-folders.md#clean-up).

You can rename in the glTF export window's list too.

## Details

Open **Details** under the list to see the active texture:

- **Source → output size**, the number of mipmaps, and the detected usage (Colour, Data or Normal) with the codec and colour space.
- **Inputs**: which shader inputs it feeds, and **Materials**: which materials use it.
- **Size**: the estimated file size before export, the real size after, and the GPU memory it takes.
- **glTF**: how the last exported glTF references it, and **Last**: what the last export wrote.
- Any **warnings**, with what to do about them. See [Warnings](https://tools.ashthornton.dev/blender-texture-exporter/docs/warnings.md).
- The texture's **settings**: see [Texture settings](https://tools.ashthornton.dev/blender-texture-exporter/docs/texture-settings.md).

### Select Objects

**Select Objects (N)** selects every object whose materials use the texture and makes one of them active. **Shift-click** adds them to the current selection. The dropdown next to it lists the objects; pick one to select just that object.

![Details of fabric_orm with the Select Objects dropdown open, listing Brown, Paisley and Stripes.](https://tools.ashthornton.dev/_astro/select-objects.n5VOsaXC.png)

Hidden or unselectable objects are greyed out and skipped. It needs Object Mode.

## Exporting

| Button | What it does |
|---|---|
| **Export This** (in Details) | Encodes the active texture, always, even if it hasn't changed. |
| **Apply to Selected** (in Details) | Copies the active texture's settings to every ticked texture. |
| **Export All** | Encodes every texture that has **Export** on. |
| **Export Selected** | Encodes the ticked textures. |
| **Export All and Update glTF** | Export All, then [Update glTF](https://tools.ashthornton.dev/blender-texture-exporter/docs/update-gltf.md) on the last exported glTF. Disabled until you've exported a glTF. |

If the folder is the glTF's own texture folder, the update only repoints the glTF at the new files. Otherwise it also encodes them into the glTF's folder.

### Export To

Where the Scene panel writes textures:

| Option | Folder |
|---|---|
| **Relative to glTF** (default) | Typed, relative to the last exported `.glb` / `.gltf`. The default `textures` is the folder the glTF export uses, which keeps that glTF in sync. |
| **Relative to .blend** | Typed, relative to the .blend file. |
| **Folder** | Picked with the file browser (default `//textures/`). |

`..` goes up a level, e.g. `../textures`. The resolved folder shows underneath.

### Hashed File Names

Names files `<image>-<hash>` so several .blend files can share one texture folder. See [Sharing a texture folder](https://tools.ashthornton.dev/blender-texture-exporter/docs/shared-folders.md).

### Only Export Modified Textures

On by default, here and in the glTF export window. Exports skip textures whose last exported file is still in the folder with the current settings.

![Hashed File Names and Only Export Modified Textures, both ticked.](https://tools.ashthornton.dev/_astro/setting-modified.CX7Z3BHL.png)

- The first export writes everything. After that, only textures that were changed, never exported to this folder, painted and not saved, or whose file was deleted are encoded.
- **Export All** and **Export Selected** skip the unchanged ones. **Export This** always encodes.
- A glTF export still references every texture. Unchanged ones keep their existing file.

> **Watch out**
>
> It compares settings, not pixels. After editing a source image outside Blender, untick it once, or use **Re-encode Selected** in the glTF status box.

A texture shows *Settings changed* after an edit, and goes back to *Exported* if you change its settings back to what was last exported.

## Settings are saved in the .blend

Format, scale, codec, quality, mipmaps and the output name are stored **on the image**, so they follow it when it's appended or linked into another .blend. Packed-texture settings, the folder, Hashed File Names and the glTF export options are stored **in the scene**. Nothing lives in your Blender preferences, so everyone who opens the file exports the same textures.
