- Edited
Summary:
colors of exported model seemed washed out in Godot. In blender, the material color E7A287
gets imported as e7a187
when exporting .gltf...... okay it's off slightly. But when I change the godot color to e7a287
It still looks different. I looked at the rgb values and see that G and B values are off from what blender shows. When I change it to what is shown in blender's RGB view the colors more visually match, but of course the hex code is now completely different.
What's going on?
Here are steps if you want to repro
- I am trying to make a formal tutorial for the "thousand fish" page in the docs: https://docs.godotengine.org/en/3.1/tutorials/3d/vertex_animation/animating_thousands_of_fish.html
- So I got the "Fish1" model mentioned from here: https://drive.google.com/drive/folders/1SvlOveJJjmhSn-FgCRyojc1T5QHjjGkF
- I opened the fish1.blend in blender, and export as gltf (exporting materials, etc)
- open that export in godot
- set your environment to white (and ambient light set properly so you don't get weird lighting).
- I inspected the "Top" material. (Surface 2). check the color hex values, and then look at the RGB sliders in both blender and godot's materials