Actually there is an issue on importing gltf files with light from blender, it results in brighter light. So it is best if you configure the lights inside Godot, or just decrease the energy of the light.
Also, you can try to import blender files directly into blender. I think it would work.
I ended up making a bootleg light energy balance tool
All it does is get all the light node descendants of the specified root node and lowers or multiplies their energy by the specified factor depending on the lower_brightness bool
Toggle just acts as a button
@tool
extends Node
@export var factor : float = 1000.0
@export var root : Node
@export var lower_brightness : bool = true
@export var toggle : bool:
set(value):
toggle = value
if not root: return
print(lower_brightness)
var final_factor : float = 1.0
if lower_brightness:
final_factor = 1.0/factor
else:
final_factor = factor
for i in get_all_children(root):
if i is Light3D:
i.light_energy *= final_factor
func get_all_children(target, arr : Array = []):
arr.push_back(target)
for child in target.get_children():
arr = get_all_children(child, arr)
return arr