Closed dszhblx closed 8 months ago
Blender test:
U3D test:
This is likely to be , because of the lighting defaults, because in 4.x they were modifed to archieve a better default look. Try tweaking the world enviroment node that is in the 3 dots in the top and https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html
Edit: It may also might be , because 4.2 uses a optimized, try dissabling it, if something changes.
This is likely to be , because of the lighting defaults, because in 4.x they were modifed to archieve a better default look. Try tweaking the world enviroment node that is in the 3 dots in the top and https://docs.godotengine.org/en/stable/tutorials/3d/environment_and_post_processing.html
Edit: It may also might be , because 4.2 uses a optimized, try dissabling it, if something changes.
Completely disable environment settings and only use a Directionallight to illuminate the models, the problem still exists. It looks like the lighting calculation for the model on the right is wrong.
Running locally, it looks like the normals are getting compressed wrong
This is how the normals look
This is how the normals should look (captured by disabling mesh compression)
Godot 4.3 dev 4 fixed this bug. Thanks.
Tested versions
Reproducible in 4.3dev3,4.2.1.stable.Not reproducible in 3.5.stable
System information
Windows 10 - Gotdot 4.3Dev3
Issue description
I used some Glb models to stitch the map. One of the models is rendered a little strangely in Godot4.3Dev3. Make two copies of this model, rotate one of them -90 degrees along the Y-axis and join them together. At this time, the surface colors of the two instances are inconsistent. But I used the same method to test in Blender and Godot3.5, and the surface colors obtained were consistent.
the surface colors of the two instances are inconsistent:
the surface colors obtained were consistent:
Steps to reproduce
unzip TestGlb.zip and open the project using godot 4.3dev3 or 4.2 open main.tscn
Minimal reproduction project (MRP)
TestGlb.zip