Importing an Image texture from Blender

Godot Version

4.1.1

Question

` I recently saved my .blend file which contained a newly created image texture node image. On saving the project everything in my .blend file was exported into Godot but I received this message in the Godot output window:

res://BlenderFiles/BakedRoofColorAttribute.png: Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to VRAM Compressed (S3TC/ETC/BPTC).

What does this mean exactly?

Note: Please ignore the misleading name of my PNG. It is not a color attribute, it is a baked image created from a color attribute in Blender.
`

Well, it’s pretty much what the text says. Godot detected that the texture was being used in a 3D context so a couple of useful properties are enabled by default. More info here Importing images — Godot Engine (stable) documentation in English

1 Like

Thanks, how would I undo the VRAM compression? The reason I want to do this is it has caused the PNG quality to reduce to an unacceptable quality. I had already factored in making my assets low quality so Godot has now took it too far with its VRAM compression.

Select your image file, presumably under “BlenderFiles/BakedRoofColorAttribute.png” and in the Import tab select “High Quality” to keep VRam compression while preserving quality, or you can use “Lossless”