godotengine / godotengine/collada-exporter

Material Specular attribute is ignored

Open
#57 1 comment 0 reactions 0 assignees View on GitHub
bug
Dominant language
Python
Stars
438
Forks
135
PR merge metrics
No merged PRs in 30d

Description

### Steps to reproduce
- Export a model with a material with any **Specular Intensity** value from Blender
- Import the model in _Godot 3 beta 1_

### Expected behavior
The material will have **metallic_specular** value to be equal to Specular Intensity value from Blender

### Actual behavior
The material **metallic_specular** value is **0.5**

![Material in Blender](https://image.prntscr.com/image/hvwofjvNQK258KqqEDiLkQ.png)
![Material in Godot](https://image.prntscr.com/image/ZS7zWJcCTuuYqcK5xDsL3Q.png)

Contributor guide

No contributing guide indexed for this repository

Research direction

Start by reproducing the Blender-to-Godot export and import flow described in the issue, then trace where Blender's Specular Intensity is read and assigned to Godot's metallic_specular value. Done means exported materials preserve the Blender Specular Intensity instead of always importing as 0.5.

Written by the indexing model from the issue text.

Assessment

Tech stack
blender, godot, python
Domain
game-dev, tooling
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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