Blender to Godot issues (.blend importer)

Godot Version

Godot-4

Question

Whenever I view my imported blender assets from close up, the shading is completely correct. But the second I move even slightly farther back, the shading looks terrible.

My normals are correct, there’s no duplicate vertices, faces, or edges, and my normal, roughness, and diffuse maps are all baked correctly.

I’m really stumped by this one. I have no clue what’s going on, and I don’t know if it has to do with the engine, my import settings, or something else entirely.

I would greatly appreciate any help.

Screenshots


Top image shows the far away view, and the bottom image shows the close up view

Same issue happens whether I’m viewing it through viewport or in-game.
I’ve very new to Godot, so I don’t know the method in which to troubleshoot this issue.

I can provide any of my .blend files or any of project files or any screenshots that would be needed. I’m losing my mind over .blend files not importing correctly, and it seems like it’s very buggy or I’m just missing something. I might try the old .gltf export method, but I was wanting to avoid that to save time when adjusting models in the future.

Update: Even when I export as gltf file the shading glitch still persists. I’m wondering if my material settings in blender need to be different to work in godot.

1 Like


I feel like the issue I’m running into must also be related to why my material previews in the .blend files look incorrect. I’m wondering if someone has a fix for this as well.


Now after trying to fix the blender model issues, I get these error messages. My normal, roughness, and diffuse maps are all in my godot project file structure, and there should be no issue finding these textures. The textures within the material settings in blender are set to the same textures that live within my godot project. I’m so confused at this point by what I’m doing wrong with the blender to godot pipline. I’ve tried following every tutorial and googling all of my issues, but nothing seems to work. At this point, I’m considering resorting to manually exporting every single texture, the material, and the model and manually linking them.

I think this is because of LOD (Level of Details). Try to reimport .blend file with Generate Lods unchecked.

  • Click on the file in filesystem dock
  • Go to import tab (beside the scene tab)
  • Uncheck the Generate Lods
  • And click (Re)import button

This should fix the problem. If you want to generate Lods just adjust the Lod threshold in Project settings.

1 Like

This fixed literally all of my issues! Thank you so much. I don’t have any errors in my project anymore, and all of my meshes are shaded correctly now.

I’m wondering why the distance for the level of detail changing is set by default to such a low value. I would only move a couple meters away from the position of my mesh, and it would swap to the lower LOD mesh? I’ll have to look up how to change the LOD start and end distance.

LOD distance not the problem. The problem is the mesh LOD generation process is not perfect in godot that’s why shading issue occured.

There is article about this if you want:

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.