- Edited
So everything looks good in Blender, but when I import into Godot, it looks like the lights don't interact with the normal maps correctly:
Blender example:
In Godot:
You can see that the light kind of gets cut off on the side, even though it is an omnilight.
Here is the actual normal view from the Godot viewport:
Anyone knows what might be causing this?
Since Godot doesn't seem to like EXR normal maps, I had to convert it to PNG which looks a bit different in Blender. Perhaps this is also what causes this issue?
In the docs it says that Godot should support exr file format but it won't import.
https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_images.html