Watermark a GLB
Write your mark over the model's color textures — a discreet corner or a diagonal tile pattern. Only baseColor and emissive are touched: data maps stay intact so shading is never corrupted. Everything runs in your browser.
Write your mark over the model's color textures — a discreet corner or a diagonal tile pattern. Only baseColor and emissive are touched: data maps stay intact so shading is never corrupted. Everything runs in your browser.
It is processed locally with gltf-transform in your browser and the color textures found are listed. The file never leaves your machine.
Type the text, pick opacity, size and mode (corner or tile). The text is white with a thin black outline, readable on both light and dark textures.
Compare each texture before and after, then download the watermarked GLB ready to share.
In a PBR material, normal, metallic-roughness and occlusion maps aren't 'visible' images: they encode vectors and scalars the GPU interprets. Drawing text there warps the surface and breaks reflections. A watermark only makes sense on baseColor and emissive — what the eye actually sees.
It's deterrence and attribution, not DRM: it is baked into the GLB's textures, so any screenshot or render shows it. A skilled user can edit it out, but tile mode covers the entire texture and makes that job far more tedious. The geometry itself is not modified.
Textures compressed with KTX2/Basis (the browser can't re-encode them without transcoding) and textures over 8192px per side, which exceed the practical canvas limit. GLBs with meshopt-compressed geometry are supported; Draco-compressed ones are not.
PNG textures are re-encoded losslessly; JPEG and WebP are re-encoded at high quality (0.92 and 0.9), so expect a slight size variation and minimal recompression. Geometry, materials and the rest of the GLB keep exactly the same structure.