Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Support export CYCLE/EEVEE material as Visual Shader material #158

Closed
Jason0214 opened this issue Feb 9, 2019 · 10 comments
Closed

Support export CYCLE/EEVEE material as Visual Shader material #158

Jason0214 opened this issue Feb 9, 2019 · 10 comments

Comments

@Jason0214
Copy link
Collaborator

Currently there is a primitive implementation of export CYCLE/EEVEE material to Godot Shader material, it is useful as it could cover more general shader node trees. However, it has some cons which is it is not convenient and straightforward for artist to adjust(before Shader Material support fully complete, adjust is required 😅)

Several users have mentioned the desire of exporting to Spatial Material, it could be done for simple shader node tree, for example a principle BSDF node with only value socket and texture input. It could be nice to have and not hard to implement

@Jason0214
Copy link
Collaborator Author

After some thinking, maybe it would be a better idea to focus on Visual Shader. It can be flexible in shader as well as user friendly to edit

@Jason0214 Jason0214 changed the title Support export CYCLE/EEVEE material as Spatial material Support export CYCLE/EEVEE material as Visual Shader material Mar 14, 2019
@rezgi
Copy link

rezgi commented Nov 27, 2019

Hi everyone, I've been wondering how much of Blender's shaders made in its graph editor can be imported to Godot 3.2. In the docs, it says the following isn't supported :

all the noisy textures
generated texture coordinates
group node
shader nodes except PrincipledBSDF, Diffuse, Glossy, Glass, add shader and mix shader

What's the actual state of the exporter ? Thanks.

@Jason0214
Copy link
Collaborator Author

Jason0214 commented Nov 27, 2019 via email

@rezgi
Copy link

rezgi commented Nov 27, 2019

Hey there. Thanks for your reply. Sorry I wasn't clear, I was mentioning the visual shader editor of blender, and convert this to a shader in Godot, visual or not.

The most important part is how much of the Blender shader works the same in Godot as in Blender, and I'd like to know what are the features available in the present day.

Thank you very much.

@Jason0214
Copy link
Collaborator Author

Jason0214 commented Nov 28, 2019 via email

@rezgi
Copy link

rezgi commented Nov 28, 2019

Yeah thought so. So I need to find a way to adapt the assets made in Blender. Thank you very much for your answers. Hope this repo gets better with time !

@kalbfled
Copy link

kalbfled commented Sep 3, 2021

Nearly 2 years later, is there any specific plan to support noise nodes?

I read in the docs and another issue that this is difficult to implement, but its absence precludes me from using this exporter for much of my work. I know I could bake images, or maybe Material Maker would work. (I think Material Maker has a Perlin node.) Either way, that's another step in my workflow. I would love to be able to export to ESCN and be finished.

@Calinou
Copy link
Member

Calinou commented Sep 3, 2021

I know I could bake images, or maybe Material Maker would work. (I think Material Maker has a Perlin node.)

Material Maker has a lot of noise nodes available; surely Perlin or an equivalent is available there.

I would love to be able to export to ESCN and be finished.

To be fair, most games in production bake their textures and don't try to do anything more. Procedural textures are nice, but have a lot of limitations such as run-time performance (or even load times if they're not cached to disk).

@Jason0214
Copy link
Collaborator Author

Hi @kalbfled, some personal change made me not having the time/resource to carry on the plan I made a while ago. As you can see there are not much progress on the exporter since then. Really sorry about it.

@kalbfled
Copy link

kalbfled commented Sep 7, 2021

No worries, @Jason0214. Thank you for the work you've already completed.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants