惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

The GitHub Blog
The GitHub Blog
有赞技术团队
有赞技术团队
Apple Machine Learning Research
Apple Machine Learning Research
V
V2EX
Engineering at Meta
Engineering at Meta
美团技术团队
H
Hackread – Cybersecurity News, Data Breaches, AI and More
博客园 - 司徒正美
I
InfoQ
S
SegmentFault 最新的问题
博客园 - 叶小钗
N
Netflix TechBlog - Medium
Y
Y Combinator Blog
IT之家
IT之家
博客园 - Franky
大猫的无限游戏
大猫的无限游戏
人人都是产品经理
人人都是产品经理
T
The Blog of Author Tim Ferriss
月光博客
月光博客
The Cloudflare Blog
U
Unit 42
GbyAI
GbyAI
L
LangChain Blog
Microsoft Azure Blog
Microsoft Azure Blog

Codrops

Drawing With Light: An Exploration of Lit GPU Tubes with TSL and WebGPU | Codrops Building a Real-Time 3D Face Mask with MediaPipe, Threlte and Three.js | Codrops Building an Infinite Loom: Unravelling Images into Threads with Three.js | Codrops Beyond the Luminance Ramp: A Shape-Aware ASCII Renderer in Three.js | Codrops From Rays to Meshes: Building Vercel’s Prism with vgpu | Codrops More Three.js Speakers, More Ideas from Paris | Codrops Breaking the Frame: Building a Real-Time Datamosh Effect with Three.js | Codrops Bend, Aim, Fling: Turning the Eiffel Tower into a Catapult with Three.js | Codrops Volatile Nexus: Tinkering with Glass, Caustics, Cubes and Sound in Three.js | Codrops Goodgrowth: Boot Sequences, Spinning Discs, and the Art of the Portfolio | Codrops Building a Mouse-Following Square Lens Effect with Three.js and GLSL | Codrops Sixty Frames for the Record: A Three.js Game, Seven Fly-Throughs, and a Wall of CRTs | Codrops Run Rob Run: Building a Music-Reactive Goo with Three.js and WebGPU | Codrops Relighting Images with Depth Maps and Three.js | Codrops Building an Animated Testimonial Hero Using the GSAP Timeline and Dynamic CMS Data | Codrops Creativity at Enterprise-Scale, Without Compromise: The OFF+BRAND. Story | Codrops Inside HAOQI.DESIGN: Letting DOM and WebGL Share a Retro-Futurist Stage | Codrops From Motion to Meaning: Denis Avramenko’s Approach to Interactive Design | Codrops Creating an Interactive 3D Cluster with Three.js, TSL and Three Start | Codrops Exploring Procedural Geometry with Three.js and WebGPU | Codrops From Brand Systems to Cultural Worlds: Inside Antinomy and 27b | Codrops Designing a Flexible Digital Archive for Chems.Studio’s Creative Practice | Codrops The Department Is Open: Building the PX PUSH Website | Codrops Garden Anomaly: A Tiny WebGPU and TSL Experiment | Codrops A Canvas for Individuality: Creating Websites That Feel Unmistakably Human with Readymag | Codrops Building an Endless Interactive Glass Xylophone with Three.js | Codrops The Story Is in the Interaction: Bonhomme’s Digital Experiences for Luxury Brands | Codrops Building an Infinite GSAP Scroll Gallery with Parallax and Flip Transitions | Codrops Studio Freight: Moving Missions Forward | Codrops Between Print and Digital: The Making of MERSI’s Website | Codrops
Blender to Three.js and Back: 10 Tips for a Better Workfl...
By Andrew Woan · 2026-08-24 · via Codrops

A practical collection of tips for combining AI, Blender, and Blender MCP to streamline your Three.js workflow.

blender mcp Three.js

Editor’s note: As part of our little Three.js conference celebration, we’re happy to have Andrew Woan sharing some great tips and insights with us today. In this article, Andrew takes a look at how AI, Blender, and Blender MCP can be used together to speed up and improve different parts of a Blender-to-Three.js workflow, with practical ideas you can adapt to your own projects. Andrew has also created a fantastic demo as his contribution to the celebration, giving you another opportunity to explore his work. You can check out the demo here and find the source code here.

🇫🇷 Ready for some Plinko & Pinball in Paris? Codrops readers can use the code CODROPS to get 15% off on tickets. Get a ticket

Before we get started

In a few prompts with AI + Blender MCP, you should be able to recreate the following tips pretty quickly and fit them to your own project/structure a lot better than using a template online! A few of these tips have been around for ages, but they’re worth repeating because they’re now so fast to create. For those who are completely new to a Blender-to-Three.js workflow/pipeline, I’d consider prompting an AI for a list of tips and tricks first.

1. You can create a Blender Addon + coding system that instantly updates every time you export

You can see a case study by Merci-Michel in which they use a special export tab in Blender that auto-refreshes in Three.js.

2. You can sync basic rotation/scale/move operations between three.js and Blender

Feel free to make your adjustments in Blender or Three.js! They can be synced between the two.

3. Geoscatter instances work with Blender MCP

The Geoscatter addon for Blender can “work” with three.js through the Blender MCP. If you ask your AI agent to create instances based on the Geoscatter addon, it’ll work! It also works with regular scatter methods, like the Scatter on Surface Geometry Nodes modifier in Blender 5.0+.

4. Use Blender empties and dummy objects for a lot of stuff

Blender empties and dummy objects are really helpful and can be used in a lot of situations:

  • Spawn points for lights, characters, etc.
  • Target points for lights/objects to lookAt
  • Simplified colliders
  • Pivot points

Using an empty allows the LLM to copy key position/rotation/location information if you need to recreate or use it in your coding project.

5. You can create a Blender Addon that calls other addons

You can create your own custom Blender Addon that calls other Blender addons you’ve created or paid for. This allows you to combine workflows between paid Blender Addons.

6. Combine multiple steps with vibe-coded Addons

I recently created an addon (still in development) called “One Shot Baking” that will do all of the following in one click (after setting a few parameters):

  1. Add a second UV map for baking on all objects
  2. Unwrap all objects per selected collection on to a single image texture
  3. Pack it, either with Blender’s packing system or calls my UVpackmaster3 Addon
  4. Bake it
  5. Denoise the baked image with Blender compositor
  6. Optimize the Image texture
  7. Duplicate the original mesh and hook it up to the new baked texture
  8. Hide the original mesh

You can see a demo of this addon here.

Python scripting with Blender is so OP!!! If what you’re doing works in the scripting tab, then it’ll work as an addon too!

7. Converting Geometry Node setups into Three.js code works decently well

Having the LLM with Blender MCP analyze your Geometry Nodes setup and convert it into a three.js experience is pretty common! It works decently well with a lot of Geometry Nodes setups, surprisingly. For more complicated setups, though, you still need a person who knows what they’re doing.

8. Run common dev tools and command line tools directly from Blender

GLTFJSX/KTX2/ImageMagick/gltf-transform, etc. are all common command line tools, and they’re often recreated for convenience in the browser. However, you can actually just create an addon in Blender that runs these things for you behind the scenes. That way you get the power of your computer and the easiness of having a one-stop shop for everything, rather than uploading to a browser and redownloading. You also don’t have to prompt the AI every time to compress/optimize/convert/etc. for you. Save those tokens and water usage!

9. Upgrade to Blender 5.2+ LTS for the Meshopt compression option

10. Now with Three.js Shading Language (TSL), converting Blender shader nodes is a lot easier

If you haven’t heard yet, TSL is becoming the new standard way of writing custom shaders with three.js. The core maintainers specifically created it to make writing shaders easier and to have a way to compile down to both GLSL (the older web standard for web graphics) and WGSL, the newer upcoming standard.

Of course, for those more advanced, they always have the option to write their own low-level code, but for those who don’t, definitely check out TSL. It has a lot of similarities to Blender nodes! None of the nodes are one-to-one, but it’s close and easier to understand than raw GLSL or WGSL code for 3D artists, in my opinion. And yea, it’s not just Blender! If you’re familiar with shader/material nodes from things like cables.gl or Unity/Unreal, that knowledge definitely can be transferred over too!

Andrew Woan

Heyo! 👋 I'm a freelancer that likes to put 3D worlds from 3D software into the web browser for everyone to visit! I also do research on mental health technology, primarily how to use websites to promote emotional growth and self-awareness development. If you're into digital mental health interventions or want your own 3D world in the browser, definitely reach out! I'd love to chat!

Creative Spotlights

Inside the journeys and portfolios of today's most inspiring designers and developers.

Studio Stories

Discover how studios & agencies started, how they work, and what they've built.

Case Studies

Discover the ideas, design, and craft behind today’s most inspiring web experiences.