godotengine / godotengine/godot
.blend files doesn't import UVMaps for meshes created with Geometry Nodes
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
- Reproducible in 4.6.2, 4.7.beta
Tested with Blender 5.0.0 and 5.1.0
### System information
Godot v4.6.2.stable.mono - macOS Tahoe (26.1.0) - Multi-window, 3 monitors - Metal (Forward+) - integrated Apple M4 Max (Apple9) - Apple M4 Max (14 threads) - 36.00 GiB memory
### Issue description
When importing blend files that have Geometry + UV Maps which are created using Geometry Nodes, godot doesn't import these. Applying the modifier in blender fixes this, but that defeats the purpose.
If the Mesh geometry is created in blenders edit mode, it works, but if the mesh created using geometry nodes, it doesn't. Check the attached image or project.
An Exported GLB will have the uv map included.
[uv-issue.blend.zip](https://github.com/user-attachments/files/27448646/uv-issue.blend.zip)
### Steps to reproduce
Download the included blend file, or create an empty blend file and make the following node setup.
Save the file in your godot project and notice that the imported model has no uv map.
### Minimal reproduction project (MRP)
Just open the scene uv-issue.tscn
[uv-issue.zip](https://github.com/user-attachments/files/27448777/uv-issue.zip)
Contributor guide
Research direction
Start with the attached uv-issue.blend and the minimal project scene uv-issue.tscn, then reproduce the import and compare the result with the exported GLB. Trace the Blender asset-import path from that reproduction; done means the imported model retains the UV map generated by Geometry Nodes without applying the modifier.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender, cpp
- Domain
- computer-graphics, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100