GLTF IS AMAZING! How to Export your Materials From Blender To Godot Properly!

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  • เผยแพร่เมื่อ 18 ต.ค. 2024

ความคิดเห็น • 53

  • @Pleotech
    @Pleotech 6 หลายเดือนก่อน +6

    Hey, great video. Just wanted to add that there is a gltf output node that you can use for AO instead of having to create the output for it manually.
    It is a native addon in Blender called "Import-Export: GLTF 2.0 format" that has to be enabled in the Preferences --> Add-ons page.
    After you have enabled it, you need to click it to see its preferences and in there, there is a box you need to tick called "Shader Editor Add-ons".
    Now you can find it under Output nodes in the shader editor window.

    • @FinePointCGI
      @FinePointCGI  6 หลายเดือนก่อน

      Hey! I'm going to have to make a follow up video on this!

    • @Pleotech
      @Pleotech 6 หลายเดือนก่อน

      @@FinePointCGI Great! Spread the word. it's a bit more convenient than having to create it manually.

  • @charliecrome207
    @charliecrome207 19 วันที่ผ่านมา

    life saver thank you!

  • @iegoravel6980
    @iegoravel6980 ปีที่แล้ว +1

    It solved exactly what I needed. Thank you very much!

  • @NewSchattenRayquaza
    @NewSchattenRayquaza ปีที่แล้ว +1

    You are my savior. I was just having problems with material shaders, next day your video

  • @VirtualReality-zv5oh
    @VirtualReality-zv5oh ปีที่แล้ว +8

    Just what I needed right now. A short and precise tutorial. 😃
    Also, I had always forgotten to turn off the backfaceculling in hair and then had to turn it on again in Godot. 😅

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว +3

      Short and precise? I've never heard that ever on this channel! Usually its man another 2 hour tutorial!

  • @evanlane1690
    @evanlane1690 ปีที่แล้ว

    So good!

  • @dousc7579
    @dousc7579 ปีที่แล้ว

    Thank you! This helped me at just the right time

  • @mitchellwoodin6686
    @mitchellwoodin6686 9 หลายเดือนก่อน +2

    Hmm this doesn't seem to work for me the same way. I've tried using 4.1 and 4.2.1 Stable. When I import I get an error saying .glb isn't recognised. I also get a red cross on the file and then when I try to open the models scene I get an error about needing an inherited scene. Whichever option I click on I'm unable to actually modify any settings. I'm not sure if I've hit a bug or if I'm breaking things somewhere?

  • @simonrazer8303
    @simonrazer8303 5 หลายเดือนก่อน +1

    Hi! When I import .glbs it always dumps my textures next to the .glb, even though I used the same settings as you. Where do your (generated)textures go? How can I have the same behaviour?

  • @SpiffyDEV
    @SpiffyDEV 8 หลายเดือนก่อน

    Only tutorial that worked.

  • @timelapselego3014
    @timelapselego3014 4 หลายเดือนก่อน

    So procedural textures won't be exported? baking needs to happen first? Thanks for the info!

  • @timarlow8007
    @timarlow8007 ปีที่แล้ว +1

    Thanks very helpful, followed everything, except last step id like to tweak my material in engine. You seem to be able to change your material setting whereas mine are grayed out, thanks

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว +2

      When you want to edit that you need to break the import link by making it unique. so right click it and the make unique and it should become editable however that will break backwards compatability with the imported version so any changes will not carry over. It may be better to just on import export the material to a file.
      You can do this by double clicking on the asset in the file browser and then upper left under actions select export material (i think im away from my keyboard at this moment)

    • @timarlow8007
      @timarlow8007 ปีที่แล้ว

      @@FinePointCGI awesome thank you!!!

  • @abrahamwondafrash7549
    @abrahamwondafrash7549 ปีที่แล้ว

    nice tutorial I wish I saw earlier!

  • @4115steve
    @4115steve ปีที่แล้ว +2

    Thanks. I'm just starting out with game development and these godot blender tutorials help a lot. Is it better to export game assets this way compared to using the .blend file directly. I'm worried using the new feature to import .blend files won't work properly or be as edible compared what was done in this video

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว +5

      The blend direct feature uses the GLTF exporter. All it does is interface with blender and automatically runs the gltf exporter so all of the stuff in this video will transfer over.

    • @4115steve
      @4115steve ปีที่แล้ว +1

      @@FinePointCGI Thank you good sir.

  • @JayFolipurba
    @JayFolipurba 9 หลายเดือนก่อน

    No I did like this video and I will come back to it. Although I also just saw a video that explained that you can import straight up blender files to godot and I'm wondering how much that changes things/ if that makes this completely obsolete, or if this still has an application

    • @FinePointCGI
      @FinePointCGI  9 หลายเดือนก่อน

      It does not change anything .blend files get converted to gltf by Godot on import thats how it works!

  • @deannawiley7868
    @deannawiley7868 8 หลายเดือนก่อน

    420th like 😎 thanks for the help!

  • @MikeMcRoberts
    @MikeMcRoberts ปีที่แล้ว +2

    How do you export in such a way that you can use the model as a collision shape also?

    • @giantfrogstudios839
      @giantfrogstudios839 ปีที่แล้ว +1

      Yes I would like to know how to use the models as collisions shapes too please

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว +4

      Ill be doing a quick tip on this (under one min video on this) but the upshot is add -colonly to the name of the collision mesh and it will import in as a collision mesh
      if you use -col it will DUPLICATE the mesh and use that as collision.

    • @nullvoid3545
      @nullvoid3545 ปีที่แล้ว

      @@FinePointCGI Did my previous reply's to this comment get deleted somehow?

    • @MikeMcRoberts
      @MikeMcRoberts ปีที่แล้ว

      @@FinePointCGI this instruction is confusing. A video would be great please.

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว +2

      @MikeMcRoberts I created a short about it!
      th-cam.com/users/shortsrC3h1vumRxQ?feature=share

  • @fadofficialmusic
    @fadofficialmusic ปีที่แล้ว

    Hey, I want to learn Visual shaders on Godot 4! 😅

  • @Mission_UR_Success
    @Mission_UR_Success 4 หลายเดือนก่อน

    But this isn't working for me (I'm using complex shaders made in Blender). I think glTF can export basic shaders but can't handle complex ones. I'm currently recreating the shader in Godot using the visual shader editor. Is there a way to export complex materials too? (Probably not, since Godot uses a different shader program than Blender, but let me know if there's a method)

  • @dx9xd
    @dx9xd ปีที่แล้ว +1

    Is there an upside to this method in Godot over just importing the .blend file like they added in G4? I really like not having to re-export from blender each time a change is made

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว +2

      This is the exact same method if you want to just import your blend file using Godot you need to set up your materials in the same way. Under the hood all it does is exported out from blender to GLTF and import it into Godot. It just does it automatically.
      So the setup is still the same all of the stuff in this tutorial is still applicable.
      Some other advantages is if you need to share textures between multiple assets and things like that then exporting it out as GLTF is better.

    • @dx9xd
      @dx9xd ปีที่แล้ว

      @@FinePointCGI thanks, that makes sense

  • @mraman1521
    @mraman1521 7 หลายเดือนก่อน

    What if i want to export a scene with lights, how would I get it so they don't export with the intensity maxxed?

  • @Meteotrance
    @Meteotrance ปีที่แล้ว

    It's work fine as a web showcase but we can't use open EXR file for using this as a full ACES open color in the game engine, maybe in a futur version with the USD Pixar format this stuff IS even lighter and contain all the material & texture in one file also volumetric data for smoke simulation.

  • @prostajkb
    @prostajkb ปีที่แล้ว

    Is it possible to export blender geometry nodes animation/blendshape and import/use it in godot?

  • @akanahketo5823
    @akanahketo5823 ปีที่แล้ว +1

    Yes, glb/gltf is the best option for import blend-objekt to godot. .FBX doesn´t work and .obj don´t show all textures.

  • @flinfaraday1821
    @flinfaraday1821 9 หลายเดือนก่อน

    Can you also just import the .blend file in Godot?

    • @FinePointCGI
      @FinePointCGI  9 หลายเดือนก่อน +1

      You can it should work the same way the reason I didn't is because half the community doesn't want to do it that way

  • @jlewwis1995
    @jlewwis1995 ปีที่แล้ว

    So let's say I wanted to make a map in blender, how would I make it to where all my maps use the same texture instead of having to store a separate copy of the texture in every maps file so I'm not wasting tons of space unnecessarily (oh yeah and the maps are exported as gltf obviously)

    • @nullvoid3545
      @nullvoid3545 ปีที่แล้ว

      If exported as one file, I'm pretty sure that shared textures will not be duplicated in the file. That being said, if your exporting multiple glTF files I don't think that blender will be able to reference the texture in another glTF file.
      glTF itself has ways of referencing external textures and materials but to get Blender to do this you may need to enable exporting your materials as linked .mtl files in Blenders glTF export settings.
      Another solution is to use the "use placeholder materials" export setting in Blender and then set the materials manually in Godot. They should stay linked when reexporting the glTF as long as you keep the same material name between edits.
      This can be A pain to do manually if your exporting A lot of meshes, but If your making fancy materials with shaders in Godot then placeholders may be right for you.

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว

      This is correct if you export them out all together it will reference the same texture however if you are exporting them separately what you could do is export them out as glTF + bin + texture and it "should" reference the same texture though I'll do some testing and verify..

    • @jlewwis1995
      @jlewwis1995 ปีที่แล้ว +2

      @@FinePointCGI alright, what I was planning on doing is having a set of folders with all my textures in it as pngs + shaders + .tres's and in blender just having the models use those external pngs while still being able to use some of the features of gltf like vertex colors and being able to divide the mesh up into several submeshes that get imported as separate objects

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว +4

      @@jlewwis1995 So after some testing what I said above will work you can export with gltf + textures and it will make proper shared references. Something to note though, if your textures have the same name such as lampalbedo.png and lampalbedo.png it will be overwritten and they will use the same texture EVEN IF ITS DIFFERENT IN BLENDER so keep that in mind.
      I would suggest using the blender batch exporter since that can really help streamline your export process!

  • @bloodyrainzzz
    @bloodyrainzzz ปีที่แล้ว

    Bruh why i can`t change material in Godot after importing object?(

    • @FinePointCGI
      @FinePointCGI  ปีที่แล้ว

      This is one of the most annoying things in Godot.. You can export out the material and change it in the import settings but it doesnt feel super useful.

    • @timarlow8007
      @timarlow8007 ปีที่แล้ว

      Once i place my model in scene, I then press open in editor adjacent to it, and it says since it auto imported it can't be modified, to make changes a new inherited scene can be created. If I do that then I can't edit the material. If I press open anyway then I can edit the material. How do I extract material? Thanks sorry new to godot 4 days ago

  • @mehdiip
    @mehdiip 3 หลายเดือนก่อน

    Godot🎉

  • @LacklusterFilms
    @LacklusterFilms ปีที่แล้ว

    Title says property instead of properly!