mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Merge pull request #7523 from Calinou/importing-3d-scenes-design-lights-in-editor
Recommend designing lighting in the Godot editor in Importing 3D scenes
This commit is contained in:
@@ -107,7 +107,9 @@ Importing ``.blend`` files directly within Godot
|
||||
|
||||
.. note::
|
||||
|
||||
This functionality requires Blender 3.0 or later.
|
||||
This functionality requires Blender 3.0 or later. For best results, we
|
||||
recommend using Blender 3.5 or later, as it includes many fixes to the glTF
|
||||
exporter.
|
||||
|
||||
From Godot 4.0 onwards, the editor can directly import ``.blend`` files by
|
||||
calling `Blender <https://www.blender.org/>`__'s glTF export functionality in a
|
||||
@@ -230,6 +232,18 @@ object transform in the 3D modeling software before exporting the scene.
|
||||
that the skeleton is reset to its T-pose or default rest pose before exporting
|
||||
with your favorite 3D editor.
|
||||
|
||||
Lighting considerations
|
||||
-----------------------
|
||||
|
||||
While it's possible to import lights from a 3D scene using the glTF, ``.blend``
|
||||
or Collada formats, it's generally advised to design the scene's lighting in the
|
||||
Godot editor after importing the scene.
|
||||
|
||||
This allows you to get a more accurate feel for the final result, as different
|
||||
engines will render lights in a different manner. This also avoids any issues
|
||||
with lights appearing excessively strong or faint as a result of the import
|
||||
process.
|
||||
|
||||
Import workflows
|
||||
----------------
|
||||
|
||||
|
||||
Reference in New Issue
Block a user