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

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  • Опубліковано 14 лип 2024
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    In this video, we discuss how to properly export your assets out of blender to gltf.
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    TEXT VERSION OF TUTORIAL
    finepointcgi.io/2023/06/16/ho...
    TIMESTAMPS
    00:00 - Start
    00:26 - Getting Into Blender!
    00:59 - How To Use Albedo
    01:07 - Handling Alpha Maps
    02:01 - Discussion of Metallic and Roughness
    02:18 - Discussing What an ORM Texture Is
    02:34 - Discussing How To Do Metallic and Roughness Without an ORM Map
    03:01 - Setting Up Your Normal Map
    03:12 - Talking Emission
    03:23 - How To Handle AO
    05:08 - What Happens if I Make Changes
    05:44 - How To Do Backface Culling
    06:17 - Going Over Export Options
    07:05 - VERTEX COLORS ARE a PAIN
    08:47 - Opening Our GameEngine (Godot)
    09:39 - Checking Out the Material It Exported
    11:10 - Looking at a Non Already Built ORM Material
    11:46 - Outro
    MUSIC
    Music provided by TheRelaxedMovement.
    Check it out here: / therelaxedm...​
    HASHTAGS:
    #Blender #AssetCreation #GameDev
    ABOUT MY CHANNEL:
    I've been a software developer for over 7 years. I've worked in the game industry for 3 of those years. This channel is used for news on the gaming\programming industry and for tutorials for game\programming development.
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КОМЕНТАРІ • 52

  • @iegoravel6980
    @iegoravel6980 9 місяців тому +1

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

  • @evanlane1690
    @evanlane1690 10 місяців тому

    So good!

  • @dousc7579
    @dousc7579 Рік тому

    Thank you! This helped me at just the right time

  • @NewSchattenRayquaza
    @NewSchattenRayquaza Рік тому +1

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

  • @Pleotech
    @Pleotech 3 місяці тому +3

    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  3 місяці тому

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

    • @Pleotech
      @Pleotech 3 місяці тому

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

  • @SpiffyDEV
    @SpiffyDEV 5 місяців тому

    Only tutorial that worked.

  • @abrahamwondafrash7549
    @abrahamwondafrash7549 9 місяців тому

    nice tutorial I wish I saw earlier!

  • @VirtualReality-zv5oh
    @VirtualReality-zv5oh Рік тому +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  Рік тому +3

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

  • @deannawiley7868
    @deannawiley7868 5 місяців тому

    420th like 😎 thanks for the help!

  • @mitchellwoodin6686
    @mitchellwoodin6686 6 місяців тому +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?

  • @Meteotrance
    @Meteotrance 9 місяців тому

    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.

  • @timelapselego3014
    @timelapselego3014 29 днів тому

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

  • @prostajkb
    @prostajkb Рік тому

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

  • @mraman1521
    @mraman1521 4 місяці тому

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

  • @4115steve
    @4115steve Рік тому +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  Рік тому +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 Рік тому +1

      @@FinePointCGI Thank you good sir.

  • @simonrazer8303
    @simonrazer8303 2 місяці тому

    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?

  • @JayFolipurba
    @JayFolipurba 6 місяців тому

    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  6 місяців тому

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

  • @fadofficialmusic
    @fadofficialmusic Рік тому

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

  • @timarlow8007
    @timarlow8007 9 місяців тому +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  9 місяців тому +1

      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 9 місяців тому

      @@FinePointCGI awesome thank you!!!

  • @dx9xd
    @dx9xd Рік тому +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  Рік тому +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 Рік тому

      @@FinePointCGI thanks, that makes sense

  • @teflonczmotherboard4551
    @teflonczmotherboard4551 Місяць тому

    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)

  • @MikeMcRoberts
    @MikeMcRoberts Рік тому +2

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

    • @giantfrogstudios839
      @giantfrogstudios839 Рік тому +1

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

    • @FinePointCGI
      @FinePointCGI  Рік тому +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 Рік тому

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

    • @MikeMcRoberts
      @MikeMcRoberts Рік тому

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

    • @FinePointCGI
      @FinePointCGI  Рік тому +2

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

  • @mehdiip
    @mehdiip 2 дні тому

    Godot🎉

  • @jlewwis1995
    @jlewwis1995 Рік тому

    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 Рік тому

      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  Рік тому

      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 Рік тому +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  Рік тому +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!

  • @akanahketo5823
    @akanahketo5823 8 місяців тому +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 6 місяців тому

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

    • @FinePointCGI
      @FinePointCGI  6 місяців тому +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

  • @bloodyrainzzz
    @bloodyrainzzz 11 місяців тому

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

    • @FinePointCGI
      @FinePointCGI  11 місяців тому

      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 9 місяців тому

      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

  • @LacklusterFilms
    @LacklusterFilms Рік тому

    Title says property instead of properly!