Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Imported materials are not colour corrected #4816

Closed
ghost opened this issue May 26, 2016 · 6 comments
Closed

Imported materials are not colour corrected #4816

ghost opened this issue May 26, 2016 · 6 comments

Comments

@ghost
Copy link

ghost commented May 26, 2016

Operating system or device - Godot version:
Godot 2.0.3 Stable

Issue description (what happened, and what was expected):
When you import a 3D scene containing a mesh with a material applied to it, the saturation of that material will not be right on import (seemingly always waaay too saturated)

Steps to reproduce:
Import a 3D scene with a material with low saturation, observe the result.

Link to minimal example project
You can simply export this blend file and import it into Godot. In blender you'll notice the side using textures is almost perfectly identical to the side using solid materials, but upon importing into Godot, the solid material side is far more saturated than the texture coloured side.

https://drive.google.com/file/d/0BxAUmolQ9DxLM0dsREwxUTg4V0k/view?usp=drivesdk

@ghost
Copy link
Author

ghost commented May 26, 2016

After some more testing, I notice that the RGB values for the material seem to stay the same between Blender and Godot but the hex values are different. And if you set the hex value in Godot to what it is in blender, it looks fine.

Not sure what it means but hopefully it will help.

@bojidar-bg
Copy link
Contributor

Maybe something to do with sRGB conversion?

@Ovnuniarchos
Copy link
Contributor

Could be Blender's color correction. If you set Scene->Color Management->Display Device to None, is this how it looks in Godot?

@ghost
Copy link
Author

ghost commented May 26, 2016

@Ovnuniarchos
Yeah, when I do that it looks just like it does it Godot.

@Ovnuniarchos
Copy link
Contributor

Then it's a matter of Blender doing color correction while Godot does not. I think it's better to set the CC in Blender to None while modeling for Godot.

@ghost ghost changed the title Materials are imported with incorrect saturation Imported materials are not colour corrected May 29, 2016
@reduz reduz added this to the 3.0 milestone Jun 17, 2016
@reduz
Copy link
Member

reduz commented Aug 5, 2017

whole 3D engine changed, and it now always renders in linear space, so this can be closed.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants