Was wondering how I can get my Godot scene to look as close to the render as possible, working on this for a game jam, so I’m looking for a hopefully easy fix, or at least the least time consuming, or if it’s something that I might not be able to fix and work around in a different way. I was also wondering if my Blender scene’s lighting can be exported too, or do I replicate this and everything else within Godot? My materials are all noise generated like in the screenshot.
You will have to replicate in Godot, the two programs use wildly different rendering pipelines which any shader compatibility is a best-attempt conversion and should not be taken for granted.
Luckily it seems your metallic-noise shader is easy to replicate, by giving a StandardMaterial3D a “New NoiseTexture2D” for it’s metallic texture property.
It seems unshaded at the moment? Do you have a light source and a world environment set?
At the moment I have a world environment with a panoramic sky (But I don’t really need the sky now that my game is taking place mostly in this one room.
No light source yet, but I will try to replicate the lighting I have in my Blender scene!
Is it possible to get the pixelated look within my world environment node by making a new environment? Then is it possible to recreate those noise textures for my materials in Godot as well? (First time doing this kind of stuff, sorry I’m sort of lost!)
I saved my Basement mesh to a scene where I can edit it more freely, I found this menu, can I make the surface material overrides here? When I click new material the part of the mesh where it belongs becomes invisible when I do this.
Material 0, presumably overriding Stone_Floor material and disappearing :