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Weird rendering results in godot 4.x #88619
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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. |
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
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