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Textures appearing as yellow tinted #15920

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aaronfranke opened this issue Jan 21, 2018 · 8 comments
Closed

Textures appearing as yellow tinted #15920

aaronfranke opened this issue Jan 21, 2018 · 8 comments

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@aaronfranke
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aaronfranke commented Jan 21, 2018

Godot version: 3.0 rc2 (with mono)

OS/device including version: Linux - Xubuntu 16.04 LTS 64-bit

I have a 3D model imported in OBJ format, and a texture in PNG format. I imported the model as a Mesh via MeshInstance. However, the texture looks very yellow! It looks like this in Godot:

yellow

Note how it's even yellow on the left side file list thing. But the PNG texture file looks like this:

astronaut_basecolor

This happens in pretty much a brand new project. I don't even think the 3D model is necessary to see the yellowed texture, you can try just importing it and looking on the left side file list. But regardless, here is the model and texture files: Model.zip

@Zylann
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Zylann commented Jan 21, 2018

It looks like the blue channel was not parsed. I cannot find any pixel with some blue in it on the FileSystem preview.

@mrcdk
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mrcdk commented Jan 21, 2018

Can't reproduce on RC2 or latest master c58891f

https://i.imgur.com/Jq42UP1.png

Are you sure you didn't import the texture as a normal map?

@Ace-Dragon
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Perhaps mention what settings you used when importing the texture (compression ect...) it could be a bug specific to one of them.

@aaronfranke
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aaronfranke commented Jan 21, 2018

I also couldn't reproduce on a new project, so I tried renaming the PNG file in my existing project, and that worked, for some reason. Here's the entire project ZIP: TestingGodot.zip Seems like a weird anomaly, but still, it's a bug that should be fixed. Textures shouldn't randomly turn yellow.

yellow

Although, this seems too blue now! Haha. Although that may just be is just lighting, since it looks fine in the FileSystem preview.

@brainsick
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brainsick commented Jan 21, 2018

This might not be strictly an import issue, it might be a workflow one. Did you possibly use that png in another texture slot before assigning it to Albedo? How you use an image influences how Godot treats it which is then persisted in the corresponding .import file. When you renamed the texture, you broke the .import link causing Godot to import it with default settings again.

Note that you could also have corrected this by going to the Import panel (next to Scene) and using one of the Presets.

@Calinou
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Calinou commented Jan 22, 2018

You can set the Normal Map property of the texture to Disable, so that it will never attempt to detect it as a normal map, thus using RGTC compression on it (which does not feature a blue channel).

@ArdaE
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ArdaE commented Feb 2, 2018

Any chance you may have created that project using a build before 3.0 RC2? Looks like this is already fixed in the released version of Godot 3.0 (and likely in RC2 as well based on the comments above), but with one caveat. The fix only applies to newly imported files. I'll explain:

I have the problem you describe when I open a project that was created using an earlier custom-build of Godot 3 (from the beta days) but not when I open a project created using the released version of Godot 3.0. Note that I am opening both projects using the released version of Godot 3.0.

The difference is the import flags set for the .png file. The settings created by the beta-days version of Godot has "Normal Map" set to "Enable", which is what's causing the greenish yellow tint, whereas the settings created by the released version has it set to "Detect", which doesn't have the same issue. However, this is not the only difference. The Flags settings are different too (Mipmaps, Filter, SRBG, etc.), which cause other issues on their own.

You can manually fix the import settings of your old .png, but there's an easier way to ensure the default import settings of the final released version of Godot 3.0: Copy the .png file to a new name, let Godot automatically import it, delete the old .png, and rename the new .png to the original name.

I think this issue can be closed, as it seems to have been fixed. Anyone who lands on this page can use the procedure I've described in the last paragraph above to fix their old projects. If the released version ever generates an incorrect Normal Map import setting for a .png (set to Enable instead of Detect), then the issue can be reopened.

@akien-mga
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You can manually fix the import settings of your old .png, but there's an easier way to ensure the default import settings of the final released version of Godot 3.0: Copy the .png file to a new name, let Godot automatically import it, delete the old .png, and rename the new .png to the original name.

Even simpler is to delete the .import files for the PNGs you need to fix, and let Godot recreate them with default settings (and thus reimport them).

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