Blender to Godot Issue

Godot Version

4.3

Question

Hi, I started exploring Godot a few weeks ago.
I’m not working on a project and I ran into an issue when trying to import a complex shader material from Blender to Godot.

Inside Blender:

Inside Godot:

I exported it as glTF 2.0, but all the materials result just white.
What am I doing wrong? Are they incompatible and I have to use Godot shader?

Thank you for your help!

Blender uses a very different rendering pipeline from Godot, in addition the GLTF export only (i think) supports PBR materials, with values for albedo, normal, metallic, roughness, and emissive textures, not entire shaders or anything with math.

Thank you for your information! Any idea if there’s a process I can use to actually export these more complex materials?

Probably not. Looks like blender doesn’t convert materials to GLSL, again the different rendering pipelines means even the same GLSL will behave differently between programs so it’s a fruitless endeavor for either program to try cross-compatibility.

Blender targets non-real time animation, highest visual fidelity possible with massive ray tracing and denoising techniques while Godot just wants to go fast. Even recently Godot changed a core part of it’s rendering pipeline to use reversed depth buffer, breaking most previously made shaders.

If you like the visual editor you’re in luck that Godot also has a visual shader graph, there is even a tool for making Godot compatible materials here:

1 Like

Will try Godot visual shader graph and Material Maker, hopefully I will get something similar out of them. Thank you again!