This lecture covered things to do with adding materials and rendering the scene. When it comes to creating 3D models for export to a game engine, does it matter how we’ve set up the lighting? Do things like ambient occlusion or screen space reflections, or whether we render using eevee or cycles, make a difference to the model itself when we export it?
I would think that they wouldn’t, but being new to Blender I thought I’d ask.
You are right - they dont matter, as game engines have their own rendering piplines (their own renderers).
This means, that everything you mentioned - lightning and materials don’t convert easily. Eevee and cycles parameters dont convert at all.
Basic materials might be converted, but ultimately they are different, because game engine uses different shader to perform the rendering. The shaders have common “slots” for (color) maps, like albedo, roughness, metallic, normal, but they are often not assigned automatically after export-import.
If you plan to use PBR materials, or rather materials generated in Blender (procedural materials), you have to bake them and export the color maps for each slot available in Unity/Unreal/Godot/etc. Than you need to assign them in game engine. In theory, Unity does that automatically to some extent, but you need to check it anyway.
As a side note, you can export light sources and cameras to Unity using fbx. But I wouldnt bother, unless you have something very, very specific regarding ligtning placement.
Great to know. Thanks for the in depth feedback.
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