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Support export CYCLE/EEVEE material as Visual Shader material #158
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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 |
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 :
What's the actual state of the exporter ? Thanks. |
Hi, thanks for your interests in your addon.
The part you referred in the doc is about the script shader, not visual
shader. (Also part of the doc is outdated )
For visual shader, I had plan to support and did part of development, but
it is still not usable right now. It is going slow because lack of energy
and I can not really tell when it will complete.
…On Wed, Nov 27, 2019 at 7:42 AM rezgi ***@***.***> wrote:
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.
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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. |
The doc is basically right. Currently it *does not support *
1. all the Noisy texture nodes
2. Group node
3. Shader node except PrincipledBSDF, Diffuse, Glossy, Glass, AddShader
and MixShader
4. Part of the Math nodes and Converter nodes which are not commonly used
Also some of the shader nodes like Glossy, Glass and MixShader may not be
artistically correct right now.
…On Wed, Nov 27, 2019 at 2:59 PM rezgi ***@***.***> wrote:
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.
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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 ! |
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. |
Material Maker has a lot of noise nodes available; surely Perlin or an equivalent is available there.
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). |
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. |
No worries, @Jason0214. Thank you for the work you've already completed. |
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 implementThe text was updated successfully, but these errors were encountered: