Godot Version
4.4
Question
I want to move vertices using shaders, but something is very wrong:
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Using a plane imported and subdivided from Blender makes the mesh look distorted.
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Using a native Godot plane with MeshInstance3D works normally.
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The imported plane works fine in Unity.
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I’m using Godot version 4.4, compatibility mode.
I need extra nodes?
I’m not sure if this is your case but check:
1 - Check if the original mesh was subdivided.
2 - Rotation of the imported mesh.
3 - If the mesh is double sided.
4 - If the faces of the imported mesh are properly oriented.
I zipped the project files in case someone wants to review them.
Thanks, but I don’t think there’s much to get wrong here. I just created a plane in Blender, subdivided it 100 times, and exported it — it doesn’t seem to be the problem.
1 - yes
2 - i not sure if blender rotation to godot keeps the same, or during export settings it changes like unity and fbx. i will look more into it.
3 - no
4 - yes
thanks.
Disable LOD generation in asset’s import settings.
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