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Missing texture / material on glTF (glb) import. #42235

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y0nd0 opened this issue Sep 21, 2020 · 7 comments
Closed

Missing texture / material on glTF (glb) import. #42235

y0nd0 opened this issue Sep 21, 2020 · 7 comments

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@y0nd0
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y0nd0 commented Sep 21, 2020

Godot version:
3.2.2 Standard (GDScript) 64 bit

OS/device including version:
Windows 10 - GLES3

Issue description:
Some glb-files work great, some don't.
I tested a default glb-file from Windows 10 build-in 3D-Viewer. The bee.

Steps to reproduce:
Create a new project and import the glb-file. See that there is no material / texture imported. Only the mesh and animations, etc.
I expected a full support of all material features and textures like albedo, normal, emission, etc.
(No errors on console.)

Demo / Files:

Windows 10 3D-Viewer:
window-10-3d-viewer

Godot after import:
godot

Source model file (glb):
Download Bee.zip

@Calinou
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Calinou commented Sep 21, 2020

cc @fire

@y0nd0
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y0nd0 commented Sep 21, 2020

A working example in the glTF sample models repo Or this duck:
Download Duck.zip

@fire
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fire commented Sep 21, 2020

Uses a non core gltf extension:

"extensions": {
        "KHR_materials_pbrSpecularGlossiness": {
          "diffuseTexture": {
            "index": 0
          },
          "specularGlossinessTexture": {
            "index": 1
          }
        }
      }

There's already a pr for it. #38438

I'll post a converted scene in a bit.

@fire
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fire commented Sep 22, 2020

Something is wrong. Not sure what it is yet.

image

Since godot engine can't render SpecularGlossiness. This is probably the best we can do.

@fire
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fire commented Sep 22, 2020

image

You can see it is using glossiness rendering clearly in the blender view and that is not supported.

@y0nd0
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y0nd0 commented Sep 22, 2020

Thanks for investigating. It looks better. This means that only "Principled BSDF (GGX, Burley)" is supported.
Your commit to Godot will convert this in the future, right? I tried to convert it in Blender. But import / export in Blender is a gamble. ... It seems there is an issue with wrong scales / dimensions. Anyway... thanks.
Update: I cannot convert the bee scene in blender. The exported glb-file does not work correctly. There is a scale issue etc. I also have to find a solution to convert the texture for metallic shader. ...

@y0nd0
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y0nd0 commented Sep 22, 2020

I close this issue, because the glb-file material (SpecularGlossiness) is not supported in Godot which only supports MetallicRoughness. It's ok. But Godot should display a message about it and / or convert it, if possible.

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