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I’d like to know if it is possible to use Blender’s Matcaps in Godot. If so, how do I properly export the mesh with the applied Matcap from Blender and how do I enable it in Godot?
I tried to play around with the visual shaders, but couldn’t make that work.
Thank you in advance.
Matcaps are material presets that are specific to Blender. It could be possible to recreate them from scratch in Godot, but there’s no way to import them directly from Blender.
Thank you for your answer.
How can I create them from scratch in Godot?
Lone Dragon | 2019-05-07 23:44
You would probably have to back-engineer them from Blender’s source code … definitively possible, but a real pain in the A…
Oh, Christ! No! Lol… Thank you, but that’s not an option.
The point is: I’m trying to develop games for Low End computers, mostly old laptops with Intel Integrated Graphics Cards.
I tried to load an average 3D model (~40k tris) on an Acer i3 laptop with IGC (Linux amd64) and that was terrible.
Maybe I should try another game engine? Any suggestions?
Lone Dragon | 2019-05-09 06:02