godotengine / godotengine/godot
Godot texture masking (mask channels)
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
4.3
### System information
Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (nvidia) - Intel(R) Core(TM) i5-9400F CPU @ 2.90GHz (6 Threads)
### Issue description
GLTF model can have one material (surface) and multiple texture on this. It displays as some pseudosurfaces what are green, red, blue or black.
So question: how i can set all these textures? i tried use all texture variants and not found variant for me.

### Steps to reproduce
Have this strange model (change first .txt to .gltf and next .txt to .bin)
l[SM_NeighborsHouse_part15.txt](https://github.com/user-attachments/files/18049270/SM_NeighborsHouse_part15.txt)
[SM_NeighborsHouse_part15.txt](https://github.com/user-attachments/files/18049275/SM_NeighborsHouse_part15.txt)
### Minimal reproduction project (MRP)
Create empty project and then add this model and try add some textures or materials
Contributor guide
Research direction
Start by importing the attached GLTF/BIN files into the empty Godot project and reproducing the material with its multiple textures. Inspect how the single material and texture channels are represented; the issue is ready when the channel-masking behavior is understood well enough to document the correct setup or define a reproducible engine defect.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- godot
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100