From 88777fc3783f382efa9d7a9cca9e87dec595e05d Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 15 Jun 2023 09:59:20 +0200 Subject: [PATCH] Recommend designing lighting in the Godot editor in Importing 3D scenes This is a general recommendation that gets asked about regularly on community platforms. --- tutorials/assets_pipeline/importing_scenes.rst | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/tutorials/assets_pipeline/importing_scenes.rst b/tutorials/assets_pipeline/importing_scenes.rst index d07db08e560..15cf8f02a37 100644 --- a/tutorials/assets_pipeline/importing_scenes.rst +++ b/tutorials/assets_pipeline/importing_scenes.rst @@ -107,7 +107,9 @@ Importing ``.blend`` files directly within Godot .. note:: - This functionality requires Blender 3.0 or later. + This functionality requires Blender 3.0 or later. For best results, we + recommend using Blender 3.5 or later, as it includes many fixes to the glTF + exporter. From Godot 4.0 onwards, the editor can directly import ``.blend`` files by calling `Blender `__'s glTF export functionality in a @@ -230,6 +232,18 @@ object transform in the 3D modeling software before exporting the scene. that the skeleton is reset to its T-pose or default rest pose before exporting with your favorite 3D editor. +Lighting considerations +----------------------- + +While it's possible to import lights from a 3D scene using the glTF, ``.blend`` +or Collada formats, it's generally advised to design the scene's lighting in the +Godot editor after importing the scene. + +This allows you to get a more accurate feel for the final result, as different +engines will render lights in a different manner. This also avoids any issues +with lights appearing excessively strong or faint as a result of the import +process. + Import workflows ----------------