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guilhermefelipecgs avatar guilhermefelipecgs commented on May 28, 2024 3

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:
captura de tela de 2018-08-29 10-21-10
After import in Godot:
captura de tela de 2018-08-29 10-20-55
After fix hex value to match with blender:
captura de tela de 2018-08-29 10-25-53

I need to change the hex value for every model I imported from blender :(

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Jason0214 avatar Jason0214 commented on May 28, 2024

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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capnm avatar capnm commented on May 28, 2024

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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guilhermefelipecgs avatar guilhermefelipecgs commented on May 28, 2024

Maybe we can add an option in the importer settings to allow use gamma correction?

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sdfgeoff avatar sdfgeoff commented on May 28, 2024

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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guilhermefelipecgs avatar guilhermefelipecgs commented on May 28, 2024

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.
captura de tela de 2018-08-29 11-38-26

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guilhermefelipecgs avatar guilhermefelipecgs commented on May 28, 2024

In future, the supported materals will be blender cycles.

Eevee will be supported as well?

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sdfgeoff avatar sdfgeoff commented on May 28, 2024

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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guilhermefelipecgs avatar guilhermefelipecgs commented on May 28, 2024

Wait, the buttons on the trousers are also done that way?

Yes.
captura de tela de 2018-08-29 12-30-34

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Jason0214 avatar Jason0214 commented on May 28, 2024

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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Jason0214 avatar Jason0214 commented on May 28, 2024

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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Jason0214 avatar Jason0214 commented on May 28, 2024

closed via #94

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