You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I export a MM-material to godot.
In Godot I have a nice working material but now I want to convert that material to a shader in Godot.
I press convert to shader.
If Ambient Occlusion was enabled on the material. The material will look fine in the editor view but once I start the game it's completely black.
If I unticked Ambient Occlusion it is fine.
If I simply recreate the whole material using the texture maps in Godot, this doesn't happen and it works
The text was updated successfully, but these errors were encountered:
Based on the description it sounds like the break happens on godot side when converting material into shader. You might want to open an issue on their side too?
Material Maker version:
v1.3
OS/device including version:
Win10 RTX 3070
Issue description:
I export a MM-material to godot.
In Godot I have a nice working material but now I want to convert that material to a shader in Godot.
I press convert to shader.
If Ambient Occlusion was enabled on the material. The material will look fine in the editor view but once I start the game it's completely black.
If I unticked Ambient Occlusion it is fine.
If I simply recreate the whole material using the texture maps in Godot, this doesn't happen and it works
The text was updated successfully, but these errors were encountered: