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@@ -2,7 +2,8 @@ Materials
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=========
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Using existing Godot materials
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---------------------------------
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+------------------------------
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+
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One way in which the exporter can handle materials is to attempt to match
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the Blender material with an existing Godot material. This has the advantage of
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being able to use all of the features of Godot's material system, but it means
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@@ -32,18 +33,36 @@ This can take the value of:
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- None - Do not search for materials. Export them from the Blender file.
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-Export of Blender materials
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----------------------------
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+Export of Cycles/EEVEE materials
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+--------------------------------
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-The other way materials are handled is for the exporter to export them from
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-Blender. Currently only the diffuse color and a few flags (e.g. unshaded) are
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-exported.
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+The exporter has a primitive support for converting Cycles/EEVEE material node tree
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+to Godot Shader Material. Note that some of the Shader Node are not supported yet due to
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+difficulties in implementation, which are:
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-.. warning::
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- Export of Blender materials is currently very primitive. However, it is the
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- focus of a current GSoC project
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+- all the ``noisy textures``
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+- ``generated texture coordinates``
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+- ``group node``
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+- shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, ``add shader`` and ``mix shader``
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.. warning::
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- Materials are currently exported using their "Blender Render" settings.
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- When Blender 2.8 is released, this will be removed and this part of the
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- exporter will change.
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+ If possible try to use PrincipledBSDF node with GGX distribution as the output shader
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+ node, it is the only one guarantee to be exactly correctly. Others are just based on approximation.
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+
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+Sometimes materials may not be valid for exporting (e.g. has some unsupported node) or it
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+is using Blender Internal Engine, only the diffuse color and a few flags (e.g. unshaded) are
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+exported and form a Spatial Material.
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+
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+
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+Generate external materials
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+---------------------------
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+
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+The default configuration of material exporting would keep all the materials internal to
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+the ``escn`` file. There is an option which could enable generating external ``.material``
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+file when the ``escn`` file opens in Godot.
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+
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+.. image:: img/external_mat_option.jpg
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+
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+``.material`` file can be assigned to any material slot to be a external resource.
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+
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+.. image:: img/gd_dot_material.jpg
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