-
-
Notifications
You must be signed in to change notification settings - Fork 21.4k
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
Detect 3D does not affect embedded .glb
textures, meaning they will not have mipmaps generated or VRAM compression used (regression in 4.0.alpha10)
#62295
Comments
The mipmaps are off so there's too much detail and causing a sharpness pattern. |
The imported However, this does not suffice to have working mipmaps. The texture must have mipmaps enabled in its import options, and this isn't done automatically for embedded textures within a The texture is also not using VRAM compression, so it's clear that Detect 3D does not affect it: |
.glb
textures, meaning they will not have mipmaps generated or VRAM compression used
Not sure if that goes without saying, but I observe the same behavior with |
.glb
textures, meaning they will not have mipmaps generated or VRAM compression used.glb
textures, meaning they will not have mipmaps generated or VRAM compression used (regression in 4.0.alpha10)
This was confirmed by @jcostello to be a regression in 4.0.alpha10. 4.0.alpha9 does not have this problem. |
Just tested myself in 4.0 alpha 9: imported GLTF embedded textures still won't use mipmapping. On Windows 10 GTX1080. |
On a side note: Since there already is a separate option for handling embedded images from gltf-files in the Advanced Import Settings, should "Extract Materials" really embed the texture files inside the material resource again, when you have already selected "Extract Textures"? I think those settings should be synched in a way to avoid duplication and confusion. edit: Nevermind, somebody already made a detailed proposal for this issue #75637 |
As of Godot 4.0, by default textures are extracted from .glb models using the project's default texture import settings. This should enable mipmaps as well as VRAM compression (via Detect 3D). I would like to close this issue as solved. Does that make sense? @novemberist The problem you hit is a separate bug, as you noted, so we can discuss it there. |
Closing based on the above comment. |
Bugsquad note: This issue has been confirmed several times already. No need to confirm it further.
Godot version
4.0.alpha-10
System information
Ubuntu 20.04, x64, Nvidia GeForce GTX 1050 Ti, driver version 470.129.06, Vulkan backend
Issue description
This PBR texture looks "grainy" when made in Blender, and exported to a
.glb
file. The same texture looks just fine when loaded directly on a mesh in Godot, or when imported from a Collada file.In the attached video, the plane on the left is a
.glb
import, while the one on the left was loaded directly in Godot.godot-grainy.mp4
Steps to reproduce
.glb
file (glTF 2.0 format)res://
folderMeshInstance3D
, add the material (albedo only is necessary), and observe the lack of grainyness.Minimal reproduction project
Contains only the grainy texture, due to Github upload file size limits.
grainy.zip
The text was updated successfully, but these errors were encountered: