godot-3d-materials

SKILL.md

3D Materials

Expert guidance for PBR materials and StandardMaterial3D in Godot.

NEVER Do

  • NEVER use separate metallic/roughness/AO textures — Use ORM packing (1 RGB texture with Occlusion/Roughness/Metallic channels) to save texture slots and memory.
  • NEVER forget to enable normal_enabled — Normal maps don't work unless you set normal_enabled = true. Silent failure is common.
  • NEVER use TRANSPARENCY_ALPHA for cutout materials — Use TRANSPARENCY_ALPHA_SCISSOR or TRANSPARENCY_ALPHA_HASH instead. Full alpha blending is expensive and causes sorting issues.
  • NEVER set metallic = 0.5 — Materials are either metallic (1.0) or dielectric (0.0). Values between are physically incorrect except for rust/dirt transitions.
  • NEVER use emission without HDR — Emission values > 1.0 only work with HDR rendering enabled in Project Settings.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

material_fx.gd

Runtime material property animation for damage effects, dissolve, and texture swapping. Use for dynamic material state changes.

pbr_material_builder.gd

Runtime PBR material creation with ORM textures and triplanar mapping.

organic_material.gd

Subsurface scattering and rim lighting setup for organic surfaces (skin, leaves). Use for realistic character or vegetation materials.

triplanar_world.gdshader

Triplanar projection shader for terrain without UV mapping. Blends textures based on surface normals. Use for cliffs, caves, or procedural terrain.


StandardMaterial3D Basics

PBR Texture Setup

# Create physically-based material
var mat := StandardMaterial3D.new()

# Albedo (base color)
mat.albedo_texture = load("res://textures/wood_albedo.png")
mat.albedo_color = Color.WHITE  # Tint multiplier

# Normal map (surface detail)
mat.normal_enabled = true  # CRITICAL: Must enable first
mat.normal_texture = load("res://textures/wood_normal.png")
mat.normal_scale = 1.0  # Bump strength

# ORM Texture (R=Occlusion, G=Roughness, B=Metallic)
mat.orm_texture = load("res://textures/wood_orm.png")

# Alternative: Separate textures (less efficient)
# mat.roughness_texture = load("res://textures/wood_roughness.png")
# mat.metallic_texture = load("res://textures/wood_metallic.png")
# mat.ao_texture = load("res://textures/wood_ao.png")

# Apply to mesh
$MeshInstance3D.material_override = mat

Metallic vs Roughness

Metal Workflow

# Pure metal (steel, gold, copper)
mat.metallic = 1.0
mat.roughness = 0.2  # Polished metal
mat.albedo_color = Color(0.8, 0.8, 0.8)  # Metal tint

# Rough metal (iron, aluminum)
mat.metallic = 1.0
mat.roughness = 0.7

Dielectric Workflow

# Non-metal (wood, plastic, stone)
mat.metallic = 0.0
mat.roughness = 0.6  # Typical for wood
mat.albedo_color = Color(0.6, 0.4, 0.2)  # Brown wood

# Glossy plastic
mat.metallic = 0.0
mat.roughness = 0.1  # Very smooth

Transition Materials (Rust/Dirt)

# Use texture to blend metal/non-metal
mat.metallic_texture = load("res://rust_mask.png")
# White areas (1.0) = metal
# Black areas (0.0) = rust (dielectric)

Transparency Modes

Decision Matrix

Mode Use Case Performance Sorting Issues
ALPHA_SCISSOR Foliage, chain-link fence Fast No
ALPHA_HASH Dithered fade, LOD transitions Fast Noisy
ALPHA Glass, water, godot-particles Slow Yes (render order)

Alpha Scissor (Cutout)

# For leaves, grass, fences
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
mat.alpha_scissor_threshold = 0.5  # Pixels < 0.5 alpha = discarded
mat.albedo_texture = load("res://leaf.png")  # Must  have alpha channel

# Enable backface culling for performance
mat.cull_mode = BaseMaterial3D.CULL_BACK

Alpha Hash (Dithered)

# For smooth fade-outs without sorting issues
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_HASH
mat.alpha_hash_scale = 1.0  # Dither pattern scale

# Animate fade
var tween := create_tween()
tween.tween_property(mat, "albedo_color:a", 0.0, 1.0)

Alpha Blend (Full Transparency)

# For glass, water (expensive)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX

# Disable depth writing for correct blending
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED  # Show both sides

Advanced Features

Emission (Glowing Materials)

mat.emission_enabled = true
mat.emission = Color(1.0, 0.5, 0.0)  # Orange glow
mat.emission_energy_multiplier = 2.0  # Brightness (HDR)
mat.emission_texture = load("res://lava_emission.png")

# Animated emission
func _process(delta: float) -> void:
    mat.emission_energy_multiplier = 1.0 + sin(Time.get_ticks_msec() * 0.005) * 0.5

Rim Lighting (Fresnel)

mat.rim_enabled = true
mat.rim = 1.0  # Intensity
mat.rim_tint = 0.5  # How much albedo affects rim color

Clearcoat (Car Paint)

mat.clearcoat_enabled = true
mat.clearcoat = 1.0  # Layer strength
mat.clearcoat_roughness = 0.1  # Glossy top layer

Anisotropy (Brushed Metal)

mat.anisotropy_enabled = true
mat.anisotropy = 1.0  # Directional highlights
mat.anisotropy_flowmap = load("res://brushed_flow.png")

Texture Channel Packing

ORM Texture (Recommended)

# External tool (GIMP, Substance, Python script):
# Combine 3 grayscale textures into 1 RGB:
# R channel = Ambient Occlusion (bright = no occlusion)
# G channel = Roughness (bright = rough)
# B channel = Metallic (bright = metal)
# In Godot:
mat.orm_texture = load("res://textures/material_orm.png")
# This replaces ao_texture, roughness_texture, and metallic_texture!

Custom Packing

# If using custom channel assignments:
mat.roughness_texture_channel = BaseMaterial3D.TEXTURE_CHANNEL_GREEN
mat.metallic_texture_channel = BaseMaterial3D.TEXTURE_CHANNEL_BLUE

Shader Conversion

When to Convert to ShaderMaterial

  • Need custom effects (dissolve, vertex displacement)
  • StandardMaterial3D limitations hit
  • Shader optimizations (remove unused features)

Conversion Workflow

# 1. Create StandardMaterial3D with all settings
var std_mat := StandardMaterial3D.new()
std_mat.albedo_color = Color.RED
std_mat.metallic = 1.0
std_mat.roughness = 0.2

# 2. Convert to ShaderMaterial
var shader_mat := ShaderMaterial.new()
shader_mat.shader = load("res://custom_shader.gdshader")

# 3. Transfer parameters manually
shader_mat.set_shader_parameter("albedo", std_mat.albedo_color)
shader_mat.set_shader_parameter("metallic", std_mat.metallic)
shader_mat.set_shader_parameter("roughness", std_mat.roughness)

Material Variants (Godot 4.0+)

Efficient Material Reuse

# Base material (shared)
var base_red_metal := StandardMaterial3D.new()
base_red_metal.albedo_color = Color.RED
base_red_metal.metallic = 1.0

# Variant 1: Rough
var rough_variant := base_red_metal.duplicate()
rough_variant.roughness = 0.8

# Variant 2: Smooth
var smooth_variant := base_red_metal.duplicate()
smooth_variant.roughness = 0.1

# Note: Use resource_local_to_scene for per-instance tweaks

Performance Optimization

Material Batching

# ✅ GOOD: Reuse materials across meshes
const SHARED_STONE := preload("res://materials/stone.tres")

func _ready() -> void:
    for wall in get_tree().get_nodes_in_group("stone_walls"):
        wall.material_override = SHARED_STONE
    # All walls batched in single draw call

# ❌ BAD: Unique material per mesh
func _ready() -> void:
    for wall in get_tree().get_nodes_in_group("stone_walls"):
        var mat := StandardMaterial3D.new()  # New material!
        mat.albedo_color = Color(0.5, 0.5, 0.5)
        wall.material_override = mat
    # Each wall is separate draw call

Texture Atlasing

# Combine multiple materials into one texture atlas
# Then use UV offsets to select regions

# material_atlas.gd
extends StandardMaterial3D

func set_atlas_region(tile_x: int, tile_y: int, tiles_per_row: int) -> void:
    var tile_size := 1.0 / tiles_per_row
    uv1_offset = Vector3(tile_x * tile_size, tile_y * tile_size, 0)
    uv1_scale = Vector3(tile_size, tile_size, 1)

Edge Cases

Normal Maps Not Working

# Problem: Forgot to enable
mat.normal_enabled = true  # REQUIRED

# Problem: Wrong texture import settings
# In Import tab: Texture → Normal Map = true

Texture Seams on Models

# Problem: Mipmaps causing seams
# Solution: Disable mipmaps for tightly-packed UVs
# Import → Mipmaps → Generate = false

Material Looks Flat

# Problem: Missing normal map or roughness variation
# Solution: Add normal map + roughness texture

mat.normal_enabled = true
mat.normal_texture = load("res://normal.png")
mat.roughness_texture = load("res://roughness.png")

Common Material Presets

# Glass
func create_glass() -> StandardMaterial3D:
    var mat := StandardMaterial3D.new()
    mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
    mat.albedo_color = Color(1, 1, 1, 0.2)
    mat.metallic = 0.0
    mat.roughness = 0.0
    mat.refraction_enabled = true
    mat.refraction_scale = 0.05
    return mat

# Gold
func create_gold() -> StandardMaterial3D:
    var mat := StandardMaterial3D.new()
    mat.albedo_color = Color(1.0, 0.85, 0.3)
    mat.metallic = 1.0
    mat.roughness = 0.3
    return mat

Reference

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