Exporting a GLB with Shaders and Noise Generated Materials

Godot Version

Godot_v4.2.1-stable_win64

Question

Can I export a GLB file with a pixel art shader to Godot? (Material issues as well)

Blender Scene Screenshot :


Materials are set up like this in Blender :

Shaders made to render the room in a pixelated style :
render

How it looks when imported into my Godot scene :

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?

That’s good to hear!

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!)

Outside of the “Basement” :


Inside and Node Setup/World Environment Settings :

For pixelating you can reduce the render scale in your project settings. “rendering/scaling_3d/scale”

You may have to edit your basement.tscn file to apply material overrides. Here’s an example of using a noise texture for metallic properties.

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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 :

Mesh Inspector Menu :

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Yeah surface material overrides, I wasn’t sure if you were using material slots or separate objects in blender.

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Oh, sorry about that! The entire room is one big mesh.

Able to clear and remake materials here! Will play around to get it the right way. Thank you for your help, again.

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