2DTexture Defaults Causing Issues with PixelArt Textures #11879
Teo-Ippolito1
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This is mentioned in the documentation, but it could be made clearer by showing comparison images. VRAM compression for small textures was disabled by default in godotengine/godot#62023, but it was reverted by godotengine/godot#62245 since it was inefficient in non-pixel art projects that may use small textures for tiny objects (such as debris or ground clutter). Unfortunately, there is no "one size fits all" solution here. The best we can do is have project presets where you decide what kind of art direction you're going for when creating the project, so the editor can make some informed decisions for you: #5658 |
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The issue I found is a result of how when assets are imported, the project automatically applies changes without asking the user based on the default import settings that correlate to that asset type. For example, when importing a texture png, VRAM compression is applied automatically, which can cause a number of unintended side effects such as discoloration and blurring, particularly in low density or pixel textures. These default settings can be adjusted under the Texture2D’s “Compress” section “Mode” settings, from either the “imports” tab or Project settings. However, once this texture is applied to a 3D object, its Compress Mode is set back to VRAM compressed. This is due to the “Detect 3D” preset also being VRAM compressed, which is difficult to find as the Imports Tab cuts off the Detect3D section by default, requiring the user to scroll down to find it.


While reasonable solutions to this issue exist, they are difficult to find and lack clear documentation. While the various presets undoubtedly work for certain workflows, the barriers they create for using pixel art textures are substantial enough to confuse new users. A preset with these changes as PixelartTexture, the ability to optimize for low resolution imports proactively, or even clear documentation on which settings to adjust to prevent VRAM re-compression when applied to 3D objects would all be helpful steps towards reducing the impact of this issue.
I have found no Godot Documentation on this specific combination of issues, particularly in regards to 2D pixel art texture imports for 3D Objects and the Detect 3D preset. The closest I found mentioned the CHanging of VRAM Comppression settings, but does not mention the need to set detect 3D to disabled (https://forum.godotengine.org/t/what-can-i-do-to-improve-the-png-quality-of-imports-specifically-pngs-created-by-blender/37535/2).
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