How it works
Select, bake, export.
Baking a scene for the web by hand used to take me three or four hours: a UV map per object, an image node per material, one bake at a time, then rewiring it all in three.js. GLBake does the whole batch while Blender stays usable.
Pick a preset
Product, Interior, Lightweight or 3D Interface. Each one sets how many lightmap pixels a metre of surface gets, and how many samples Cycles spends.
Product: 1024 px/m · Interior: 64 px/mBake
One lightmap per object, lightmap UVs made for you, denoised. GLBake tells you how long it will take before you start, and checks the scale of your scene.
Showroom: 12 objects in 16 s on an RTX 3070 TiExport
A standard GLB with the lightmaps inside, a small loader, and four lines of three.js in your clipboard. Your files keep working without GLBake.
glTF 2.0 · GLBAKE_lightmap extensionWeight
Light enough for a phone.
WebP lightmaps stay within 2/255 of the PNG originals, and Draco compresses the geometry. The budget report grades every export for mobile or desktop.
Where it runs
Your engine, not mine.
The GLB is plain glTF. Small MIT loaders wire the lightmaps in; viewers without a loader can still show the baked shadows through a fallback.
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; import { GLBakeLightmapExtension } from './glbake-lightmap.js'; const loader = new GLTFLoader(); loader.register((parser) => new GLBakeLightmapExtension(parser)); loader.load('showroom.glb', (gltf) => scene.add(gltf.scene));
3D interfaces
Design the buttons in Blender.
Mark objects as interactive, name the event they send, and GLBake exports a React Three Fiber component with one element per object, lightmaps wired and events typed.
- Liftrises under the pointer, its soft contact shadow follows.
- Growswells a little on hover.
- Eventa click reaches your code by name: onPlay, onLike.
- Switchslides between two positions and reports on or off.
- Shadowmoving objects keep a contact shadow instead of a baked one.
Pricing
Same tool, sharper light.
Every feature is in both. The free version stops at 1024 px lightmaps; Pro goes to 4096 px for large floors and products seen up close. Pro is what lets me keep working on GLBake.
GLBake
Free
Lightmaps up to 1024 px
- Batch bake, lightmap UVs, denoising
- WebP, Draco, atlas, USDZ
- React components and interactions
- Budget report and export presets
On extensions.blender.org. Link at launch.
GLBake Pro
9.99 $one-time, updates included
Lightmaps up to 4096 px
- Everything in GLBake
- Four times the lightmap resolution
- Funds what comes next
On Superhive and Gumroad. Links at launch.