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00:27
Some instructors in my program have been feeding our challenge questions for prospective students into an AI chat bot to see if it could get accepted. 😆
 
13 hours later…
13:50
haha!
Hi guys, I have a question for you. (Unity)
I wanted to import a 3d model into my project. It's a .blend file + a folder with all the textures. Fine. I imported both the .blend file and the textures and it seemed fine at the beginning. But then I noticed a small problem: some materials are missing and appear completely white in my scene. Well, maybe "missing" is not the most suitable word because I had those materials, but they didn't have the base map texture. I checked the Textures folder to add them manually, but I did not find them. Here comes the crazy part. If I open the .blend file i
14:08
Anything distinctive about the missing textures? Do their filenames contain any unusual characters? Are they saved in a different format than any of the textures that work?
Also, heads up that not everyone who frequents this chat room is a guy. 😉
Found them! They had unusual names. Thank you!
15:07
I have a texture ending with "D", which stands for diffuse (maybe). However, in the material tab I don't know where to put this texture. I mean, textures ending with N match the normal map checkbox and so on.
I mean, in Blender I can clearly see that S stands for Specular, N for roughness,... but I can't find the equivalent link in Unity
15:55
It depends on the material setup, but diffuse textures may also be called albedo, base map, or main texture
We have some existing Q&A about this in case it helps:
0
Q: Applying texture maps from Blender to Unity material properties

andioWhen I bring my Blender file into Unity, I will attach the texture maps from my Blender material (left) to the Unity material (right) as follows: diffuse/color map --> albedo normal --> normal roughness --> ? specular --> ? displace ---> ? metalness --> metalic ? I haven't found matches ...

16:11
Exactly what I was asking, thanks!
Basically, there is no direct way to convert a Blender material (the one you edit with the node graph) to a Unity material, right?
I mean, there is no node graph in Unity for materials, unlike Unreal
16:30
There is a node graph in Unity for materials. Search "Unity shader graph"
But no, there's generally no 1:1 conversion for materials between two different programs that use different renderers. Differences in how the rendering pipeline is set up make it either impossible or cost-prohibitive to guarantee an exact match. For realtime rendering, the best thing to do is design a bespoke material that gets as close to the look you want while working within what that renderer handles most efficiently.
Regarding this question, I think @Mario has a better answer. Is it better to edit that answer to directly include the info from my answer rather than leaving my answer separate?
I think I'd ask Mario that in a comment.
16:51
👍 Done. Thx.

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