I'm trying to export a simple plane with a set of PBR textures from blender 2.8 to godot, here how's shown in blender

and here how's show in godot I'm ok with a little difference, after all every program is different, but this is unnaceptable.

I know it's not the exporter, because another viewers of gltf files load it correctly, like this on the web

I even tried the same test HDR background for illumination, and doesn't seem to make a lot of difference, this is the shaders that I'm using in blender

the texture set is this one: https://cc0textures.com/view?id=Tiles058

has color, normals, metallic, roughness, like it should.

So, what I'm doing wrong?

It's likely your normal map. You likely have to invert the green channel.

@Megalomaniak said: It's likely your normal map. You likely have to invert the green channel.

The normal map has it's own texture, I don't use channel packing textures, you can see it on the shader graph. Even if I have to invert the normals, there's any way to export this correctly? I really can't fix every single material on my project by hand one by one.

Perhaps Godot isn't taking the normal scale into account?

@sorcierlegrand said:

@Megalomaniak said: It's likely your normal map. You likely have to invert the green channel.

you can see it on the shader graph.

A normal map consists of 3 gradients, one in the red channel one in green and one in the blue channel. Blender and godot differ in their spatial dimensions and as a result either the green(iirc) or red channel would need to be inverted.

@sorcierlegrand said: Even if I have to invert the normals, there's any way to export this correctly? I really can't fix every single material on my project by hand one by one.

you could probably create a macro/batch task for this in photoshop, gimp or krita. Or what have you. Or possibly even in blenders compositor.

2 years later