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[Problem] Textures Not Blender To Godot 7 месяцев назад


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[Problem] Textures Not Blender To Godot

[EDIT 7/4/2024] I FIXED THE ISSUE! I needed to bake the textures, but I also needed to make sure that all sources are connected to a Principled BDSF node in Blender. I'll keep this video up as reference in case anyone else is having this issue. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Original Description: game development is going well For context, this is just going to be used as a test level. I used StayAtHomeDev's Blender to Godot tutorial to help with importing the file into Godot.    • Godot 4 and Blender: Setup and Import...   However, when I import the project into Blender, most of the textures become flushed out with white. It doesn't appear to be a light-related issue, since turning off all of the lights doesn't fix the materials. (Except for one, but I'm well aware that I have to turn down a light to see it.) My most likely theory is that because I'm using "ColorRamp" and "Shader To RGB" nodes, Godot is reading the rightmost node, or the most recent node in the list. Or, Godot isn't capable of supporting those two nodes yet. I know some people are going to say "Just Bake The Textures", however doing so would make them bake in Cycles, when I have the look already established in Eevee. Plus, Cycles baking is weird, as while the Grid Textures were relatively simple to bake, the locker room textures resulted in heavy distortion. Plus, since this is made with mostly Blender Preset textures (save for one image file that I have to link manually), it doesn't make sense to understand why Godot is having problems. If you have a solution to this, please let me know as soon as possible. Thank you.

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