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I created this energy core for a friend to use in a game. It has animations on it and everything.

enter image description here

Everything is exporting as it should but not the material that I need. This is the node setup for it:

enter image description here

I used EEVEE for this in new blender 2.8, and instead of my node setup it only exports the material as Principled BSDF with emission. And that looks like this:

enter image description here

So my question is, is there a way to export this material how it was intended or there is no way to do that?

Mário
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  • https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541 – Duarte Farrajota Ramos Sep 01 '19 at 12:31
  • that is a nice material. great job! – Millard Sep 01 '19 at 13:40
  • could you add a picture with the values of the nodes? – Millard Sep 01 '19 at 13:50
  • The procedural textures (noise, musgrave, magic, etc.) are special int the fact that they are vector, so they will never seem low res. this is not possible in game engines, so if you want to export the texture, you'll have to bake the procedural textures first. – Millard Sep 01 '19 at 13:55
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    Godot uses its own way of creating Materials/Shader optimised for its own use and there is no conversion path from blender to it. But you have made a good prototype that should be easy to implement in Godot. Read up on Shader creation here https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html

    Godot shaders is outside the scope for this forum.

    – Jackdaw Sep 01 '19 at 14:25

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