diff --git a/getting_started/workflow/assets/importing_scenes.rst b/getting_started/workflow/assets/importing_scenes.rst index 38e274cc9..29cef5551 100644 --- a/getting_started/workflow/assets/importing_scenes.rst +++ b/getting_started/workflow/assets/importing_scenes.rst @@ -57,6 +57,13 @@ either of those glTF binary files are fine. Blender does not export emissive textures with the glTF file. If your model uses one, it must be brought in separately. + By default, Blender has backface culling disabled on materials and will + export materials to match how they render in Blender. This means that + materials in Godot will have their cull mode set to **Disabled**. This can + decrease performance since backfaces will be rendered, even when they are + being culled by other faces. To resolve this, enable **Backface Culling** in + Blender's Materials tab, then export the scene to glTF again. + Exporting DAE files from Blender ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ diff --git a/tutorials/3d/spatial_material.rst b/tutorials/3d/spatial_material.rst index 886cdc8dc..98399d424 100644 --- a/tutorials/3d/spatial_material.rst +++ b/tutorials/3d/spatial_material.rst @@ -223,6 +223,15 @@ Determines which side of the object is not drawn when backfaces are rendered: * **Front:** The front of the object is culled when not visible. * **Disabled:** Used for objects that are double-sided (no culling is performed). +.. note:: + + By default, Blender has backface culling disabled on materials and will + export materials to match how they render in Blender. This means that + materials in Godot will have their cull mode set to **Disabled**. This can + decrease performance since backfaces will be rendered, even when they are + being culled by other faces. To resolve this, enable **Backface Culling** in + Blender's Materials tab, then export the scene to glTF again. + Depth Draw Mode ~~~~~~~~~~~~~~~