` 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.
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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”