Godot PBR tutorial - Blender 2.93

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Had a lot of fun testing out PBR setups in Blender and Godot.

Project: https://gitlab.com/MrMinimal/godot-pbr-showcase

πŸ‘οΈŽ︎ 6 πŸ‘€οΈŽ︎ u/MrMinimal πŸ“…οΈŽ︎ Jun 04 2021 πŸ—«︎ replies

Incredible ! thanks for this. Please make more

πŸ‘οΈŽ︎ 3 πŸ‘€οΈŽ︎ u/AXII2 πŸ“…οΈŽ︎ Jun 04 2021 πŸ—«︎ replies

Thanks, I need this!

πŸ‘οΈŽ︎ 2 πŸ‘€οΈŽ︎ u/LuckyDaruma πŸ“…οΈŽ︎ Jun 04 2021 πŸ—«︎ replies

Is there a documentation about importing materials throw .gltf?

because the official doc doesn't same much. https://docs.godotengine.org/en/stable/getting\_started/workflow/assets/importing\_scenes.html

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/eze2030 πŸ“…οΈŽ︎ Jun 05 2021 πŸ—«︎ replies

Wish there would be an option invert the y channel of the normals in the spatial material. Sure you can convert into a custom ShaderMaterial and then invert the y channel there but that's a bit clumbersome.

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/WannabeRoleplayer πŸ“…οΈŽ︎ Jun 05 2021 πŸ—«︎ replies
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this is a quick tutorial on how to get physically based rendering into godot using blender and some downloaded assets from sketchfab so this is the end result we're looking for but in order to achieve this we first need the model itself which in my case i've got from uh sketchfab this nice gentleman has provided it under a creative commons attribution license which means we can use it most projects without worrying too much except for um attributing him really so i've gone ahead and downloaded it and if you open that up it comes in a source folder and some texture folders with a couple of images contained now for pbr rendering it's very typical to have multiple textures some textures give you color information and the other ones give you light information so this light scatters as nicely as this one does so if you go into the source folder there is going to be a model in the dae format now this might vary but we're just going to go ahead and open this one up in blender and in my case we've got blender 293 but other versions in the future might still work the same way you just gotta try that out so we go to import dae and i'm gonna drag that file drag and drop style into this and i'm gonna open that now you can see um we've got a skull shape but the material doesn't appear to be right even if we switch to viewport shading which gives you the material uh view it's not quite right so let's select it and you can see in the materials tab right here it's got a single material signed erosion material and it uses nodes apparently so let's have a look at the nodes and see why that material isn't set up quite the way we would like and now you can kind of see what's going on um it's just a principle bsdf no color input is set here so we can basically remove these colors and it's kind of black i wonder it's it's the alpha it's the alpha right so sometimes the um importers do this they forget to set the other to 1.0 if you set to 1.0 now you can see the mesh itself it doesn't have any color yet but that's a lot better than we had before now to get some color information in let's drag and drop some textures so i'll drop the albedo first this is the color information color information textures usually come in the color space srgb so this is fine so keep this just going to connect to the base color and now you can see we're getting somewhere now if we import the material texture next like so then you can see it also tries to do srgb but this is not the way you would want this um everything except for color information is usually set to num color because that's how the program exports it so let's drag that into metallic and now we're getting somewhere now if you do the whole setup for um all the textures you get um then it looks something like this this is what i've done so every color except for the albedo one is set to linear or non-linear or num color and we've connected all these up except for the normal map it's important to have a normal map mapping node in between before you connect it but that's about it now you'll probably notice once you try to connect these up the ambient occlusion map up here it doesn't have any input into the principal bsdf node in blender but we still would want to have this in godot because it still gives you some colour information and the work around for this is in blender at least you add a dummy like a dummy node i usually use an image texture node such as this select it say make group and now it creates this group for it and now you can basically delete it again select the groups inputs and it's important to call the input occlusion and you can remove the outputs because they're not really needed so this one is important that it's called occlusion close the group and connect the ambient occlusion map to this now the other important thing is to call the group grtf settings plural and that way the exporter now knows if you exported to gltf to also include the ambient occlusion map even though it's not part of this material so speaking of exporting let's try and get this into goodai so let's go ahead and click on file export whoops export gltf and i've kept the default presets just changed to um the grtf file format but you could also use like glb it doesn't really matter both work um and then click on export and if we switch over to godot now um you can see in the file manager we have a gltf file created and i've got gone ahead and just placed my blend file in here as well but it doesn't need to be that way um blender godot is going to import this gltf file and extract the materials from it in our case it's going to be two the one we've changed is the rosa material so if you look in blender you can see rosa matera right here it will pop up in godot with the same name and if we open that we can now see albedo texture has been assigned same goes for metallic roughness and even ambient occlusion if you've done everything correctly in that regard now the skull itself if we open it seems to have the material applied this the correct way there is just no shading because there is no light so let's drag and drop it into a scene that actually has some lights and look at that this is the physical based rendering setup that we want it seems to have done it correctly so yeah that's how you do uh an import from a blunder pbr setup into godot hope you enjoyed the video thank you so much for watching
Info
Channel: Tom Langwaldt
Views: 2,194
Rating: undefined out of 5
Keywords: Godot, Blender, import, export, gltf, pbr, physically, based, rendering, realistic, graphics, gamedev, unity
Id: gcft7kF3lYk
Channel Id: undefined
Length: 6min 28sec (388 seconds)
Published: Thu Jun 03 2021
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