Comments (12)
Maybe we should use the gamma corrected value in order to have a exact match between godot and blender?
For me at least, this will be super useful.
Screenshots of my model to show the problem:
Original model in blender:
After import in Godot:
After fix hex value to match with blender:
I need to change the hex value for every model I imported from blender :(
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this hex value is gamma corrected (more information in this thread), if you look at the RGB value, it is (0.04, 0.04, 0.04) which is the same as hex 0a0a0a.
Maybe we should use the gamma corrected value in order to have a exact match between godot and blender?
CC @sdfgeoff
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Not sure if that helps, I had similar problems with the glTF exporter / importer. It turned out that the godot color/raw dialog doesn't show the blender exported RGBA, but some internal gamma-corrected values.
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Maybe we can add an option in the importer settings to allow use gamma correction?
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I will quickly point out that the colors are currently coming from blender's internal render engine. This engine will be removed from blender 2.8, and we are unlikely to develop the material export for blender internal significantly.
In future, the supported materals will be blender cycles.
If it were the just the plain albedo color's that were the issue (as per the first post), it wouldn't be to hard to fix it from within the exporter as we can just do the conversion upon export. But for image textures as show in the second image, it is a bit more complex. As far as I know there is no way for us to "fix" the image textures other than rewriting the images on export or using shader materials rather than the default spatial ones (admittedly, it would likely be a trivial shader material).
@Jason0214 Do you have any ideas about how to solve the image case easily?
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But for image textures as show in the second image, it is a bit more complex.
@sdfgeoff Don't worry with that, I don't have any texture on my model, it's just albedo.
I'm just assign materials direct on vertices and using ambient occlusion to create a little depth.
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In future, the supported materals will be blender cycles.
Eevee will be supported as well?
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Wait, the buttons on the trousers are also done that way? (and what a strange pair of trousers....). If it's just colors from materials, it shouldn't be a problem.
Last I heard, EEVEE nodes are the same as cycles nodes so in theory it should be supported to the same level as cycles. Other EEVEE things (eg reflection probes) are often very similar to nodes in godot, so once 2,8 is released, support for those can probably be added.
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Wait, the buttons on the trousers are also done that way?
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I have read EEVEE source code, they do texture color space conversion in the shader, so it is not technically hard. I have leave some notes in the PR #56 (comment), but haven't figure it out, maybe it's time do it
@sdfgeoff
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Apply gamma correction to vertex color, light color and blender internal material. Cycle material also need a gamma correction, but it need some design, do it later
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closed via #94
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Related Issues (20)
- Texture Problem? HOT 3
- @https://github.com/Calinou
- Export as individual scene
- can't find 2.79 drivers HOT 1
- I'm Sorry I can't find blender 2.79 addons, can someone please help HOT 2
- support exporting materials with noise nodes HOT 3
- Request for option to choose root node type during export.
- Consider eliminating superfluous BoneAttachment nodes during export.
- image texture is missing in the exported file(.escn)
- KeyError from export_morphs when attempting to export shape keys HOT 4
- Tgg
- Toward a better exporting of particles systems (some first fixing attempts)
- Material-Export adding Linebreake in the Comment-Section of the Shader-Code (With possible Solution?)
- Missing keyframes
- blender 3.4 HOT 20
- Support Godot 4 HOT 4
- Blender 4.0 export escn raise key error with "Subsurface not found". HOT 2
- Inquiry for the roadmap of this project HOT 1
- Support missing for Blender color ramp / gradient texture
- [enhancement] "tag" blender objects becomes a node group
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