You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Editing the settings for embedded textures is a bit confusing for beginners due to how they are buried in the Inspector. Here are some steps for accessing it. (Note: you'll have to create an inherited scene in order to access the properties within the gltf (you can't directly edit them as far as I know, but I could be wrong) ).
Users might think that they have to go to the Material setting of the MeshInstance, however, they need to click the Mesh instead.
This will reveal the Surfaces that the Mesh has, each surface has a Material that can be edited.
Open the Albedo setting and click the Texture.
Then open the Flags for the Texture and disable the Filter setting. You can also edit other settings in the Material if you like.
GLTF Imports part 2 (no code involved, just Godot's UI)
You can work around blurred textures by instancing your gltf file to a inherited scene, then going into that scenes material properties (inspector tab) and change the filter setting of your material. If your are having problems to make your model emmit it's own light, it's in the same configurations. The only problem with this workaround is that if you change the model you have to go trough this process again, creating another scene.
Seams can be due to imprecise vertices that aren't aligned exactly ontop of each other. You can select them in Crocotile and press the O key to round them to the nearest pixel.
The text was updated successfully, but these errors were encountered:
We can list various things to consider here, unless it's best somewhere else?
Physics
[Bullet] KinemeticBody still jitters against gridmap seams with 3.5 RC2 using Bullet godotengine/godot#61616
[Bullet] move_and_slide() causes jitter when colliding with corners between walls godotengine/godot#32182
Raycasts
PhysicsDirectSpaceState.intersect_ray returns a different result with Bullet and GodotPhysics godotengine/godot#49055
Animated Sprites
Modify newly generated custom shaders on AnimatedSprite3D to preserve built-in spritesheet animation godotengine/godot-proposals#4607
Add support for custom shaders on AnimatedSprite3D godotengine/godot-proposals#3266
GLTF Imports
Texture filtering/mipmapping mode on embedded textures is not applied from imported glTF scenes godotengine/godot#45206
Editing the settings for embedded textures is a bit confusing for beginners due to how they are buried in the Inspector. Here are some steps for accessing it. (Note: you'll have to create an inherited scene in order to access the properties within the gltf (you can't directly edit them as far as I know, but I could be wrong) ).
GLTF Imports part 2 (no code involved, just Godot's UI)
You can work around blurred textures by instancing your gltf file to a inherited scene, then going into that scenes material properties (inspector tab) and change the filter setting of your material. If your are having problems to make your model emmit it's own light, it's in the same configurations. The only problem with this workaround is that if you change the model you have to go trough this process again, creating another scene.
Visible seams along edges of tiles
The text was updated successfully, but these errors were encountered: