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Send to Blender imports only default white cube — Pascal scene has 2 levels and hundreds of nodes #899

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Description

@sandi-salamon

What happened?

Description

Hi, I'm currently blocked by what appears to be an issue with the Pascal → Blender workflow.

I'm building an architectural house in Pascal using Pascal + Codex/Astra, with the goal of taking the completed architectural scene into Blender for high-quality/photorealistic rendering.

The scene renders correctly inside Pascal and contains the complete house, including two levels, architecture, interior objects, exterior elements, etc.

However, when I use Send to Blender, Blender does not receive the house.

Pascal reports:

Send to Blender. Imported Pascal scene: 1 objects, 0 levels, lighting set up.

In Blender I only see the default white cube. There are no floors, walls, rooms, furniture, exterior objects, or other Pascal scene content.

Expected behavior

The complete Pascal scene should be transferred/imported into Blender, including the two levels and the authored architectural scene.

Actual behavior

Blender receives/imports:

  • 1 object
  • 0 levels

The actual house is missing.

Environment

  • macOS
  • Pascal CLI: 1.0.2
  • Pascal web runtime: 1.0.2
  • Node: 25.6.0
  • Pascal editor health check: healthy
  • Pascal MCP: healthy
  • Pascal Blender extension installed
  • Local Pascal editor

I originally had Pascal CLI 1.0.1, but updated to 1.0.2, restarted Pascal and Blender, and confirmed with pascal doctor that the CLI/runtime are current and healthy. The problem persists.

Scene

This is not an empty/test scene. It is a relatively large architectural project with two storeys and hundreds of authored nodes.

Pascal scene ID:

0cf564b04807

The complete scene is visible and works inside the Pascal editor.

Additional context

My intended workflow is:

Pascal + AI agent → complete architectural environment → Blender → photorealistic rendering

So I would like to understand whether:

  1. Send to Blender is expected to support a complete scene like this;
  2. the current Send to Blender implementation expects GLB or Pascal scene JSON;
  3. 1 objects, 0 levels indicates that only an export/root object is being transmitted rather than the Pascal scene graph;
  4. there is a recommended way to export/import the complete existing Pascal scene into Blender.

Screenshots

I can attach screenshots showing:

  1. the complete house inside Pascal;
  2. the Pascal Send to Blender result showing 1 objects, 0 levels;
  3. the resulting Blender scene containing only the white/default cube.

Steps to reproduce

  1. Start the local Pascal editor.
  2. Open the existing architectural scene.
  3. Confirm that the complete two-storey house is visible in Pascal.
  4. Start Blender with the Pascal extension installed.
  5. Use Send to Blender from Pascal.
  6. Pascal connects to Blender successfully.
  7. The import completes, but reports:
    1 objects, 0 levels
  8. Blender does not contain the Pascal house.

Expected behavior

The complete Pascal scene should be transferred/imported into Blender, including the two levels and the authored architectural scene.

Browser & OS

No response

Screenshots or screen recordings

Image Image

Additional context

No response

Activity

  1. wass08 commented on Sep 21, 2026

    @wass08
    Collaborator

    Hello @sandi-salamon can you share a screen of Pascal addon properly running on Blender?
    Can you also try in parallel:

    • With another project (a simple one)
    • And from the community version https://editor.pascal.app/ to know if it's an issue between your browser and Blender or the self-hosted version and Blender
  2. sandi-salamon commented on Sep 21, 2026

    @sandi-salamon
    Author

    The issue is between my self-hosted version and Blender (simple project from pre-build rooms inside community version Pascal editor is working.) I also cannot export GLB file - only JSON format of my entire household (which is around 48 Mb).

    Image
  3. wass08 commented on Sep 21, 2026

    @wass08
    Collaborator

    @sandi-salamon and a simple project from your self hosted version? Same issue or it works?

  4. sandi-salamon commented on Sep 21, 2026

    @sandi-salamon
    Author

    Still not working. If I export GLB file (visible nodes only = ON, viewer surroundings = OFF) we get 184 B file - which is fairly small for a "complex" building as I build it. When I try to export GLB file (visible nodes only = OFF, viewer surroundings = OFF) our localhost crash or we exceed the 180 s. When I try the direct send to Blender we do not get anything even though the transfer is completed.

    Should I send you the JSON format from exporting "save build"?

  5. wass08 commented on Sep 23, 2026

    @wass08
    Collaborator

    @sandi-salamon does the latest update #908 from @Aymericr solves your issue?

  6. sandi-salamon commented on Sep 23, 2026

    @sandi-salamon
    Author

    Still not working on my end even though I stopped, updated and hard-refreshed browser. I still cannot export GLB file of my house.

  7. wass08 commented on Sep 24, 2026

    @wass08
    Collaborator
  8. sandi-salamon commented on Sep 24, 2026

    @sandi-salamon
    Author

    No, it does not solve my problem. After updating CLI to v1.0.3. and hard refreshing the browser I still have the same issues. Even if I download JSON file from Pascal it is 93 Mb file size. Which is far too much from what Aymeric said. Looks like Astra MCP made my build super big which happens my site to crash when I try to download GLB file.

  9. Aymericr commented on Sep 28, 2026

    @Aymericr
    Contributor

    Thanks for confirming that 1.0.3 still fails. This remains open; the release did not resolve your reported case.

    The 184-byte export with visibility filtering enabled and the timeout/crash with all nodes included are useful distinctions. The next useful input is a small redacted build that still reproduces either failure, plus the export/browser error and the running editor runtime version. If the problem only occurs with the large build, please start with node counts by kind and the exact export options rather than posting the full house publicly. That will help determine whether filtering, geometry preparation, or serialization is failing.

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