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strange normal map behaviour on some meshes #71571
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Is the mesh triangulated on export, either by using a Triangulate modifier in Blender and ensuring Apply Modifiers is enabled in the export dialog, or by checking an appropriate triangulate option in the exporter? This is more reliable than letting the game engine do it. (This advice is not specific to Godot; it applies to any 3D application you'd export a mesh to.) |
the barrel isnt |
i just tried the barrel with triangulation applied before import, same result. |
i had a look at the file and it actually seems to be a godot issue (i also tried exporting with different modifications (like merged verts, non-sharp, non/autosmooth, normal edit modifier etc) and export options. Blender's mesh analysis tools also confirm that there are no normal issues or overlaps etc. And when importing the barrel in a different orientation, those artifacts even occur in different locations in godot. |
On Godot 4.0.2, I'm having issue with normal mapped materials and normals that point at (0, 0, -1). When I adjust normals near Z=-1, the normalmap issues goes away: EDIT!: The issue goes away when I calculate tangents manually. It seems to be in the ArrayMesh's automatic tangent calculation. I've ran this exact same mesh procedure on Unity3D and Stride3D. This automatic tangent issue appears only on Godot. |
Godot version
4.0 beta 12
System information
windows 10
Issue description
im getting artifacts on some meshes. the normal map isnt applied correctly.
Steps to reproduce
ive attached the barrel model to reproduce the issue.
import the model and apply a standard material with the maps provided.
Minimal reproduction project
exploBarrel.zip
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