Hey, not sure if this will get an answer here, but there isn't much information I can find. I wasn't sure if people here used MM to create textures for Godot since it is suppose to be highly compatible. I was trying to use MM in conjunction with blender, but was struggling, so thought I'd use it directly with Godot.

However, the issue I am running into is when I export and put it into Godot, all the Albedo files render as black in Godot. I am not sure if this is a bug, or if I am doing something wrong. Any help, or even directing me to where I might be able to find an answer would be helpful, thanks.

  • Tomcat replied to this.
  • Tomcat So, I don't know if it is a bug, or it isn't suppose to be used that way anyway. However, for me I discovered that it will export the albedo just fine, as long as there isn't a colorize node directly attached to the pattern in the albedo path.

    Example Brick Pattern -> Colorize -> Blend -> AlbedoInput = Black
    Brick Pattern -> Blend -> Colorize -> AlbedoInput = Correct Color

    Okay, with more testing, it seems like it might just be the colorize node in general is causing issues, I haven't fully figured out when it works and when it doesn't. So far, it has always worked without the colorize node, and sometimes with. So, I am unsure. It could technically also be something to do with the blend node... haha, I just know those two cause issues when working together sometimes, and sometimes they work fine. So, it must have something to do with the render workflow.

    Are they normal or shader materials? Are you exporting them as standard or ORM material?

      Fencer They are the static PBR in MM and I have exported them in both forms to see if it makes a difference.

      As far as normal or shader I am not putting the texture into the shader spot. Also, even the png albedo is just a black image.

      I created a test image with a texture colorized to white and black and attached just to the albedo slot, and exported it in both ORM and standard to see. It still showed up as a black texture.

      xRegnarokx However, the issue I am running into is when I export and put it into Godot, all the Albedo files render as black in Godot. I am not sure if this is a bug, or if I am doing something wrong.

      The reason is most likely because MM is based on an older version of Godot and the materials may be a bit incompatible with the current version.

        Tomcat So, I don't know if it is a bug, or it isn't suppose to be used that way anyway. However, for me I discovered that it will export the albedo just fine, as long as there isn't a colorize node directly attached to the pattern in the albedo path.

        Example Brick Pattern -> Colorize -> Blend -> AlbedoInput = Black
        Brick Pattern -> Blend -> Colorize -> AlbedoInput = Correct Color

        Okay, with more testing, it seems like it might just be the colorize node in general is causing issues, I haven't fully figured out when it works and when it doesn't. So far, it has always worked without the colorize node, and sometimes with. So, I am unsure. It could technically also be something to do with the blend node... haha, I just know those two cause issues when working together sometimes, and sometimes they work fine. So, it must have something to do with the render workflow.

          xRegnarokx However, for me I discovered that it will export the albedo just fine, as long as there isn't a colorize node directly attached to the pattern in the albedo path.

          It might make sense to let the MM developers know about this problem.