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Materials

SMG edited this page Oct 11, 2024 · 5 revisions

xenoblade_blender creates Blender materials for each of the materials in an imported model or map. This includes assigning materials to the appropriate Blender Principled BSDF inputs and splitting and assigning individual RGBA channels. Channel splitting requires the texture to have assignment information in the shader database. If a shader database entry is not found, the materials will guess the usage based on the texture usage hints in the wimdo.

Generated materials create a node for each texture and vertex color attribute referenced by an in game material. Nodes are connected to Blender's BSDF nodes using the corresponding entry in the shader database. This may result in unconnected input nodes if the shader database entry is missing or the in game shader does not assign an input to any parameters used by Blender like base color or metallic. Some nodes may need to be manually connected for models with missing or inaccurate assignment information.

Make sure to select the appropriate game version in the drop down when importing for best results. If the model isn't found in the selected game database, the generated materials will assign textures based on their usage. This can usually correctly identify color, normal, and alpha maps but will not work for parameters like roughness.

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