• 3D
  • Exporting from Blender to escn results in super shiny objects

Hello there. I've just started playing with Godot and I've learned that you have that nice exporter that creates escn files. Unfortunately for some reason if I use it all my objects are very shiny when rendered by the engine.

For example there's a model rendered in Blender:

When I export it without light I can open it as a scene and it looks at most ok-ish:

It looks much worse when I load it into a scene that contains WorldEnvironment with ambient light or even if I export it with light from Blender:

When I export this model to Collada it seems to work fine:

The only problem is that I need to set materials manually:

but as you can see I've added a light and it's not shiny this time. So my question is: am I doing something wrong when exporting to escn? Alternatively: is there a way to automatically import materials using Collada format (or is there any other format that can do that)?

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You might also want to try out the .gltf exporter in blender.

@Megalomaniak many thanks! gltf seems to work fine but when I use it only, the first material seems to be exported properly

I'm using Blender 2.82a, is there anything I can do to fix that?

EDIT: please ignore the above, it seems that I used Diffuse BSDF, switching to Principled BSDF fixed the problem, gltf is the way to go, thanks!

Are you sure it's the materials that didn't get exported? It might be that it just didn't include more than the one texture.

Materials seem to have imported fine for me, but I didn't bother attaching any textures for the quick test.

It seems that Godot creates *.material files when gltf is imported. Maybe I had in cache some materials that were previously incorrectly imported? I haven't checked that. Anyway, I have a working workflow that's using gltf. Thanks for your help!