godot-3d-materials
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.
- NEVER use transparent materials for large environmental surfaces — Transparent objects cannot rely on the Z-buffer for early fragment rejection, resulting in massive overdraw. If only a tiny part of a mesh is transparent, split the mesh into two surfaces: one opaque, one transparent.
- NEVER create hundreds of slightly varied StandardMaterial3D resources if performance is dropping — Godot minimizes GPU state changes by automatically reusing the underlying shader for materials that share the exact same configuration flags (checkboxes). Try to group your material configurations.
- NEVER attempt to fix Z-fighting strictly by moving objects further apart — Floating-point precision degrades over distance. To fix flickering textures, increase your Camera3D's
Nearplane property and decrease theFarproperty to compress the precision range. - NEVER use unique Material resources per MeshInstance3D — This breaks draw call batching. Use 'Instance Uniforms' to vary parameters while keeping a single shared material.
- NEVER use Decals on dynamic moving actors without a Cull Mask — Bullet holes should not stick to the player's face as they walk over them. Mask out character layers.
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