Rendering and export
Render mode turns the editable scene into a clean presentation view. It supports real-time studio rendering and path-traced presentation output, with controls for ambient occlusion, bloom, textures, environment lighting, reflections, tone mapping, exposure, floor, and background.
Native for macOS and iPadOS. Inspect, render, and export Forge projects from either platform.

Export formats
| Format | Best for |
|---|---|
| STL | Printable geometry and fabrication workflows. The export uses visible evaluated geometry, including Sub-D preview. |
| OBJ texture bundle | Broad DCC and game-art workflows. It exports geometry, material data, and a baked paint texture atlas. |
| OBJ vertex colors | Slicers and pipelines that prefer per-vertex RGB data. |
| GLB | Portable game and viewer assets with PBR materials, texture atlases, metallic/roughness, glass, and emissive data where available. |
| USDZ | Apple-oriented 3D viewing and sharing workflows. |
| PNG | A presentation snapshot using the current scene, camera, and render settings. |
Before exporting
- Inspect the model for open boundaries, intersecting faces, or normal issues.
- Use Cleanup Mesh or the targeted repair tools when needed.
- Hide any scene objects you do not want to export; hidden objects are skipped by OBJ export.
- For a smoothed result, use Sub-D preview or freeze it into editable geometry if the next workflow needs the dense mesh itself.
For 3D printing, favor clean closed geometry and use STL. For game props and textured visual assets, OBJ or GLB will usually be the better starting point.