Godot Version
4.3 stable and 4.4 stable
Blender 4.3.2 and Blender 4.4.0
Question
I’m trying to setup a workflow in blender to godot, where I would be using a combination of texture painting for the object, and vertex color information in order to pass some data to a custom shader.
The issue I have with this is that the vertex color info seems to be disappearing from the moment I put a material on the blender object.
I use the blend file in the godot project for this post, but I did test with gltf export and tiggling with the export option relative to the vertex color didn’t yield much success.
As I’m a newbie with Blender, I suspect there might be a setting I’m missing in my Blender Project setup ?
Screenshots
Current workaround
I did find a workaround :
1 - Create my texture painting image, paint it in blender, UV unwrap etc, then save the image to the Godot project folder.
2 - Paint the vertex colors
3 - Delete the material from blender before importing the object in Godot
4 - In godot, create a material based on the texture image painted in blender.
If it was a one time deal it would be okay but I find this setup tedious as my models often needs some modifications