Export Textures for Godot
This guide covers the Godot destination on Export Texture and the matching source on Texture Folder. The files are written for Godot’s ORMMaterial3D, whose packed ORM texture Godot documents channel by channel.
| Setting | Value |
|---|---|
| Destination | Godot |
| Filename Template | {name}_{channel} |
| Normal Convention | OpenGL |
| Height | Unsigned container |
Files written
Section titled “Files written”Shown for a set named oak_bark with all eight roles (how to read these tables). A set with fewer roles writes fewer files.
| File | What it holds | Container and depth | Encoding |
|---|---|---|---|
oak_bark_albedo.png | Base Color in RGB, the set’s cutout in alpha | PNG 8-bit | Color |
oak_bark_normal.png | Normal | PNG 16-bit | Packed normal, OpenGL |
oak_bark_orm.png | Packed: R Ambient Occlusion, G Roughness, B Metallic | PNG 8-bit | Linear data |
oak_bark_height.png | Height, remapped into 0 to 1 when it runs outside it | PNG 16-bit | Linear data |
oak_bark_emission.png | Emissive | PNG 8-bit | Color |
Godot documents the ORM texture as ambient occlusion in red, roughness in green, and metallic in blue, with alpha ignored. ArcBrush writes it as an RGB file with no alpha channel.
Opacity has no file of its own. The cutout goes into the alpha of oak_bark_albedo.png.
After export
Section titled “After export”- Create an ORMMaterial3D and assign
oak_bark_orm.pngto its ORM Texture. - Assign
oak_bark_albedo.png,oak_bark_normal.png, andoak_bark_emission.pngto their slots, andoak_bark_height.pngto the height slot if your material uses height. - Enable Normal Map, Emission, and Height on the material for the maps you assigned, and set Transparency when
oak_bark_albedo.pngcarries a cutout. A map in a disabled feature does nothing.
There are no import flags to change. Godot decides sRGB from the material slot a texture is wired to.
Separate maps instead of ORM
Section titled “Separate maps instead of ORM”Godot’s roughness, metallic, and ambient occlusion texture channels all default to red, so a grayscale file works with no change. Add those rows with Add Map and save the result as a preset.
The normal convention
Section titled “The normal convention”Godot requires X+, Y+, Z+, which is the OpenGL style, and this destination writes it. If you ever import a DirectX map into Godot, its import option is named Normal Map Invert Y.
Reading it back
Section titled “Reading it back”Point Texture Folder at the folder and set Source to Godot, or leave it on Auto.
ormunpacks into Ambient Occlusion, Roughness, and Metallic, and so does the longerOcclusionRoughnessMetallicending.- An empty red lane is dropped rather than imported as a fully occluded map, and is listed as Skipped with the reason why.
- A cutout in the
albedoalpha comes back as the set’s Opacity.
Worth checking
Section titled “Worth checking”- Godot publishes no texture naming convention. The names above are ArcBrush’s. Rename the rows to your project’s convention and save the result as a preset.
- No Godot page states a required channel for the standalone height texture. It is read generically from a normalized texture, which is what the
heightfile is.
References
Section titled “References”- StandardMaterial3D class reference (Godot): the ORM channels and the per-channel defaults.
- Standard Material 3D and ORM Material 3D (Godot): the OpenGL normal convention and Normal Map Invert Y.