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When reusing an image for both albedo and normals (let alone if that makes sense or not), when using the image as normal map, it changes its texture import settings under compression to "normal map" mode, loading the texture as RG only.
Steps to reproduce:
New project, add a MeshInstance with a CubeMesh and a SpatialMaterial
drag-and-drop a JPEG file from the "files" tab into the "albedo texture" slot of the SpatialMaterial
The mesh will be textured correctly
drag-and-drop the very same file onto the "normal texture" slot
The mesh will turn green/yellow-ish. The Texture's import settings will change as described above
This happens invisibly and is highly unintuitive. Accidentially doing this renders your texture yellow-ish forever (also when clearing the normal texture again), until you find the texture import settings tab and find the right setting to revert.
New users might well stumble upon this, as the fix is highly unobvious.
There probably should be a warning when an already-imported texture's settings are changed in such a way.
The text was updated successfully, but these errors were encountered:
Godot version: 5804efc
Issue description:
When reusing an image for both albedo and normals (let alone if that makes sense or not), when using the image as normal map, it changes its texture import settings under compression to "normal map" mode, loading the texture as RG only.
Steps to reproduce:
This happens invisibly and is highly unintuitive. Accidentially doing this renders your texture yellow-ish forever (also when clearing the normal texture again), until you find the texture import settings tab and find the right setting to revert.
New users might well stumble upon this, as the fix is highly unobvious.
There probably should be a warning when an already-imported texture's settings are changed in such a way.
The text was updated successfully, but these errors were encountered: