Materials

    To do this, the exporter attempts to find Godot materials with names that match those of the material name in Blender. So if you export an object in Blender with the material name then the exporter will search for the file PurpleDots.tres and assign it to the object. If this file is not a SpatialMaterial or ShaderMaterial or if it cannot be found, then the exporter will fall back to exporting the material from Blender.

    Where the exporter searches for the .tres file is determined by the “Material Search Paths” option:

    This can take the value of:

    • Project Directory - Attempts to find the project.Godot and recursively searches through subdirectories. If cannot be found it will throw an error. This is useful for most projects where naming conflicts are unlikely.

    The exporter has a primitive support for converting Cycles/EEVEE material node tree to Godot Shader Material. Note that some of the Shader Node are not supported yet due to difficulties in implementation, which are:

    • all the noisy textures

    • generated texture coordinates

    Warning

    If possible, try to use PrincipledBSDF node with GGX distribution as the output shader node, it is the only one guaranteed to be exactly correct. Others are just based on approximation.

    Sometimes materials may not be valid for exporting (e.g. has some unsupported node) or it is using Blender Internal Engine, only the diffuse color and a few flags (e.g. unshaded) are exported and form a Spatial Material.

    The default configuration of material exporting would keep all the materials internal to the escn file. There is an option which could enable generating external .material file when the file opens in Godot.

    ../../../_images/external_mat_option.jpg