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Importing .blend file results in Roughness texture being used as Metallic texture #82455

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@tobloef

Description

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.

image

image

image

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

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