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Update Importing 3D scenes documentation for Godot 4.0
- Document the Advanced Import Settings dialog for 3D scenes. - Replace occurrences of "DCC" with "3D modeling software" across the documentation, which is more universally understood. Co-authored-by: Lyuma <xn.lyuma@gmail.com>
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about/faq.rst

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@@ -162,7 +162,7 @@ What 3D model formats does Godot support?
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-----------------------------------------
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You can find detailed information on supported formats, how to export them from
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your 3D DCC, and how to import them for Godot in the
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your 3D modeling software, and how to import them for Godot in the
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:ref:`doc_importing_3d_scenes` documentation.
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Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?

tutorials/3d/global_illumination/using_lightmap_gi.rst

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This will generate a second set of UV2 coordinates which can be used for baking.
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It will also set the texture size automatically.
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Unwrap from your 3D DCC
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^^^^^^^^^^^^^^^^^^^^^^^
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Unwrap from your 3D modeling software
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The last option is to do it from your favorite 3D app. This approach is
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generally **not recommended**, but it's explained so that you know it exists.
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.. image:: img/lightmap_gi_lmsize.png
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If you use external meshes on import, the size will be kept.
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Be wary that most unwrappers in 3D DCCs are not quality oriented, as they are
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meant to work quickly. You will mostly need to use seams or other techniques to
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create better unwrapping.
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If you use external meshes on import, the size will be kept. Be wary that most
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unwrappers in 3D modeling software are not quality-oriented, as they are meant
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to work quickly. You will mostly need to use seams or other techniques to create
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better unwrapping.
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Checking UV2
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^^^^^^^^^^^^

tutorials/3d/high_dynamic_range.rst

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Introduction
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------------
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Normally, an artist does all the 3D modelling, then all the texturing,
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looks at their awesome looking model in the 3D DCC and says "looks
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fantastic, ready for integration!" then goes into the game, lighting is
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setup and the game runs.
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Normally, an artist does all the 3D modelling, then all the texturing, looks at
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their awesome looking model in the 3D modeling software and says "looks
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fantastic, ready for integration!" then goes into the game, lighting is setup
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and the game runs.
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So at what point does all this "HDR" business come into play? To understand
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the answer, we need to look at how displays behave.

tutorials/3d/introduction_to_3d.rst

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3D content
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~~~~~~~~~~
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Unlike 2D, where loading image content and drawing is straightforward,
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3D is a little more difficult. The content needs to be created with
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special 3D tools (usually referred to as Digital Content Creation tools, or
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DCCs) and exported to an exchange file format to be imported in
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Godot. This is required since 3D formats are not as standardized as images.
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Unlike 2D, where loading image content and drawing is straightforward, 3D is a
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little more difficult. The content needs to be created with special 3D tools
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(also called Digital Content Creation tools, or DCCs) and exported to an
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exchange file format to be imported in Godot. This is required since 3D formats
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are not as standardized as images.
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DCC-created models
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------------------
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Maually authored models (using 3D modeling software)
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----------------------------------------------------
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.. FIXME: Needs update to properly description Godot 3.x workflow
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(used to reference a non existing doc_importing_3d_meshes importer).
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There are two pipelines to import 3D models in Godot. The first and most
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common one is by :ref:`doc_importing_3d_scenes`, which allows you to import
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entire scenes (exactly as they look in the DCC), including animation,
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There are two pipelines to import 3D models in Godot. The first and most common
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one is by :ref:`doc_importing_3d_scenes`, which allows you to import entire
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scenes (exactly as they look in the 3D modeling software), including animation,
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skeletal rigs, blend shapes, etc.
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The second pipeline is by importing simple .OBJ files as mesh resources,
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Physics and other areas are tuned for this scale. Therefore, attempting to use a
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different scale is usually a bad idea (unless you know what you are doing).
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When working with 3D assets, it's always best to work in the correct
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scale (set your DCC to metric). Godot allows scaling post-import and,
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while this works in most cases, in rare situations it may introduce
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floating-point precision issues (and thus, glitches or artifacts) in
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delicate areas such as rendering or physics. Make sure your artists
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always work in the right scale!
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When working with 3D assets, it's always best to work in the correct scale (set
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the unit to metric in your 3D modeling software). Godot allows scaling
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post-import and, while this works in most cases, in rare situations it may
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introduce floating-point precision issues (and thus, glitches or artifacts) in
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delicate areas such as rendering or physics. Make sure your artists always work
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in the right scale!
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The Y coordinate is used for "up". As for the horizontal X/Z axes, Godot uses a
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**right-handed** coordinate system. This means that for most objects that need

tutorials/3d/mesh_lod.rst

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This will require restarting the editor after clicking **Reimport**.
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.. note::
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The mesh LOD generation process is not perfect, and may occasionally
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introduce rendering issues (especially in skinned meshes). Mesh LOD
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generation can also take a while on complex meshes.
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If mesh LOD causes a specific mesh to look broken, you can disable LOD
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generation for it in the Import dock. This will also speed up resource
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importing. This can be done globally in the 3D scene's import options, or on
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a per-mesh basis using the Advanced Import Settings dialog.
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See :ref:`Importing 3D scenes <doc_importing_3d_scenes_using_the_import_dock>`
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for more information.
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Comparing mesh LOD visuals and performance
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------------------------------------------
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tutorials/3d/standard_material_3d.rst

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Is sRGB
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~~~~~~~
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Most 3D DCCs will likely export vertex colors as sRGB, so toggling this
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option on will help them look correct.
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Most 3D modeling software will likely export vertex colors as sRGB, so toggling
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this option on will help them look correct.
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Albedo
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------
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~~~~~~~~~~~~~~~
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This option is only effective when the geometry rendered is made of points
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(generally it's made of triangles when imported from 3D DCCs). If so, then
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those points can be resized (see below).
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(generally it's made of triangles when imported from 3D modeling software). If
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so, then those points can be resized (see below).
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Point Size
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