Importing .blend file results in Roughness texture being used as Metallic texture #82455
Closed
Description
opened on Sep 27, 2023
Godot version
v4.1.1.stable.official [bd6af8e]
System information
Godot v4.1.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.3713) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)
Issue description
When importing .blend files, the Roughness texture is used for both the Roughness and the Metallic properties of the imported material. I would expect the imported model to use the Metallic texture that was set up in Blender.
Steps to reproduce
In Blender (3.6.3):
- Layout > Add > Mesh > Monkey
- Shading > New
- Create Metallic texture
- Add > Texture > Image Texture
- Connect Color to Metallic
- Click New on the Image Texture and create image "Metallic"
- Change the Image Texture's Color Space to Non-Color
- Switch to Texture Paint and draw some shapes on the texture
- Create Roughness texture
- Similar to steps for Metallic
- File > Save
- File > External Data > Pack Resources
In Godot (4.1.1):
- Create a new Forward+ project
- Drag .blend file into FileSystem's "res://" folder.
- Select it in the FileSystem, go to Import and click "ReImport"
- Note: I had to do this in order to make the material have any textures at all. May be a separate bug.
- Create a 3D Node
- Drag .blend file from FileSystem to be a child of the 3D Node
- Open the imported scene in the editor (Click "Open Anyway")
- Inspect the mesh's surface material and observe that the Metallic and Roughness textures are both the Roughness texture that was created earlier.
Minimal reproduction project
Godot project: MetallicImportBugRepro_Godot.zip
Blender project: MetallicImportBugRepro_Blender.zip
Activity