Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Update Importing 3D scenes documentation for Godot 4.0 #6800

Merged
merged 1 commit into from
Mar 4, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion about/faq.rst
Original file line number Diff line number Diff line change
Expand Up @@ -162,7 +162,7 @@ What 3D model formats does Godot support?
-----------------------------------------

You can find detailed information on supported formats, how to export them from
your 3D DCC, and how to import them for Godot in the
your 3D modeling software, and how to import them for Godot in the
:ref:`doc_importing_3d_scenes` documentation.

Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?
Expand Down
12 changes: 6 additions & 6 deletions tutorials/3d/global_illumination/using_lightmap_gi.rst
Original file line number Diff line number Diff line change
Expand Up @@ -143,8 +143,8 @@ of the 3D editor viewport:
This will generate a second set of UV2 coordinates which can be used for baking.
It will also set the texture size automatically.

Unwrap from your 3D DCC
^^^^^^^^^^^^^^^^^^^^^^^
Unwrap from your 3D modeling software
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The last option is to do it from your favorite 3D app. This approach is
generally **not recommended**, but it's explained so that you know it exists.
Expand All @@ -161,10 +161,10 @@ size on the mesh after import.

.. image:: img/lightmap_gi_lmsize.png

If you use external meshes on import, the size will be kept.
Be wary that most unwrappers in 3D DCCs are not quality oriented, as they are
meant to work quickly. You will mostly need to use seams or other techniques to
create better unwrapping.
If you use external meshes on import, the size will be kept. Be wary that most
unwrappers in 3D modeling software are not quality-oriented, as they are meant
to work quickly. You will mostly need to use seams or other techniques to create
better unwrapping.

Checking UV2
^^^^^^^^^^^^
Expand Down
8 changes: 4 additions & 4 deletions tutorials/3d/high_dynamic_range.rst
Original file line number Diff line number Diff line change
Expand Up @@ -8,10 +8,10 @@ High dynamic range lighting
Introduction
------------

Normally, an artist does all the 3D modelling, then all the texturing,
looks at their awesome looking model in the 3D DCC and says "looks
fantastic, ready for integration!" then goes into the game, lighting is
setup and the game runs.
Normally, an artist does all the 3D modelling, then all the texturing, looks at
their awesome looking model in the 3D modeling software and says "looks
fantastic, ready for integration!" then goes into the game, lighting is setup
and the game runs.

So at what point does all this "HDR" business come into play? To understand
the answer, we need to look at how displays behave.
Expand Down
32 changes: 16 additions & 16 deletions tutorials/3d/introduction_to_3d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -38,21 +38,21 @@ scale.
3D content
~~~~~~~~~~

Unlike 2D, where loading image content and drawing is straightforward,
3D is a little more difficult. The content needs to be created with
special 3D tools (usually referred to as Digital Content Creation tools, or
DCCs) and exported to an exchange file format to be imported in
Godot. This is required since 3D formats are not as standardized as images.
Unlike 2D, where loading image content and drawing is straightforward, 3D is a
little more difficult. The content needs to be created with special 3D tools
(also called Digital Content Creation tools, or DCCs) and exported to an
exchange file format to be imported in Godot. This is required since 3D formats
are not as standardized as images.

DCC-created models
------------------
Maually authored models (using 3D modeling software)
----------------------------------------------------

.. FIXME: Needs update to properly description Godot 3.x workflow
(used to reference a non existing doc_importing_3d_meshes importer).

There are two pipelines to import 3D models in Godot. The first and most
common one is by :ref:`doc_importing_3d_scenes`, which allows you to import
entire scenes (exactly as they look in the DCC), including animation,
There are two pipelines to import 3D models in Godot. The first and most common
one is by :ref:`doc_importing_3d_scenes`, which allows you to import entire
scenes (exactly as they look in the 3D modeling software), including animation,
skeletal rigs, blend shapes, etc.

The second pipeline is by importing simple .OBJ files as mesh resources,
Expand Down Expand Up @@ -130,12 +130,12 @@ system for everything in 3D, with 1 unit being equal to 1 meter.
Physics and other areas are tuned for this scale. Therefore, attempting to use a
different scale is usually a bad idea (unless you know what you are doing).

When working with 3D assets, it's always best to work in the correct
scale (set your DCC to metric). Godot allows scaling post-import and,
while this works in most cases, in rare situations it may introduce
floating-point precision issues (and thus, glitches or artifacts) in
delicate areas such as rendering or physics. Make sure your artists
always work in the right scale!
When working with 3D assets, it's always best to work in the correct scale (set
the unit to metric in your 3D modeling software). Godot allows scaling
post-import and, while this works in most cases, in rare situations it may
introduce floating-point precision issues (and thus, glitches or artifacts) in
delicate areas such as rendering or physics. Make sure your artists always work
in the right scale!

The Y coordinate is used for "up". As for the horizontal X/Z axes, Godot uses a
**right-handed** coordinate system. This means that for most objects that need
Expand Down
14 changes: 14 additions & 0 deletions tutorials/3d/mesh_lod.rst
Original file line number Diff line number Diff line change
Expand Up @@ -84,6 +84,20 @@ click **Reimport**:

This will require restarting the editor after clicking **Reimport**.

.. note::

The mesh LOD generation process is not perfect, and may occasionally
introduce rendering issues (especially in skinned meshes). Mesh LOD
generation can also take a while on complex meshes.

If mesh LOD causes a specific mesh to look broken, you can disable LOD
generation for it in the Import dock. This will also speed up resource
importing. This can be done globally in the 3D scene's import options, or on
a per-mesh basis using the Advanced Import Settings dialog.

See :ref:`Importing 3D scenes <doc_importing_3d_scenes_using_the_import_dock>`
for more information.

Comparing mesh LOD visuals and performance
------------------------------------------

Expand Down
8 changes: 4 additions & 4 deletions tutorials/3d/standard_material_3d.rst
Original file line number Diff line number Diff line change
Expand Up @@ -218,8 +218,8 @@ Choosing this option means vertex color is used as albedo color.
Is sRGB
~~~~~~~

Most 3D DCCs will likely export vertex colors as sRGB, so toggling this
option on will help them look correct.
Most 3D modeling software will likely export vertex colors as sRGB, so toggling
this option on will help them look correct.

Albedo
------
Expand Down Expand Up @@ -531,8 +531,8 @@ Use Point Size
~~~~~~~~~~~~~~~

This option is only effective when the geometry rendered is made of points
(generally it's made of triangles when imported from 3D DCCs). If so, then
those points can be resized (see below).
(generally it's made of triangles when imported from 3D modeling software). If
so, then those points can be resized (see below).

Point Size
~~~~~~~~~~
Expand Down
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file removed tutorials/assets_pipeline/img/scene_import1.png
Binary file not shown.
Binary file removed tutorials/assets_pipeline/img/scene_import2.png
Binary file not shown.
Binary file removed tutorials/assets_pipeline/img/scene_import3.png
Binary file not shown.
Binary file removed tutorials/assets_pipeline/img/scene_import4.png
Binary file not shown.
Loading