Class ResourceImporterOBJ
Imports an OBJ 3D model as an independent Mesh or scene.
- Inheritance
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ResourceImporterOBJ
Remarks
Unlike ResourceImporterScene, ResourceImporterOBJ will import a single Mesh resource by default instead of importing a PackedScene. This makes it easier to use the Mesh resource in nodes that expect direct Mesh resources, such as GridMap, GPUParticles3D or CPUParticles3D. Note that it is still possible to save mesh resources from 3D scenes using the Advanced Import Settings dialog, regardless of the source format.
See also ResourceImporterScene, which is used for more advanced 3D formats such as glTF.
See Also
Properties
force_disable_mesh_compression
If true
, mesh compression will not be used. Consider enabling if you notice blocky artifacts in your mesh normals or UVs, or if you have meshes that are larger than a few thousand meters in each direction.
var force_disable_mesh_compression : bool = false
Property Value
generate_lightmap_uv2
If true
, generates UV2 on import for LightmapGI baking.
var generate_lightmap_uv2 : bool = false
Property Value
generate_lightmap_uv2_texel_size
Controls the size of each texel on the baked lightmap. A smaller value results in more precise lightmaps, at the cost of larger lightmap sizes and longer bake times.
Note: Only effective if generate_lightmap_uv2 is true
.
var generate_lightmap_uv2_texel_size : float = 0.2
Property Value
generate_lods
If true
, generates lower detail variants of the mesh which will be displayed in the distance to improve rendering performance. Not all meshes benefit from LOD, especially if they are never rendered from far away. Disabling this can reduce output file size and speed up importing. See Mesh level of detail (LOD) for more information.
var generate_lods : bool = true
Property Value
generate_shadow_mesh
If true
, enables the generation of shadow meshes on import. This optimizes shadow rendering without reducing quality by welding vertices together when possible. This in turn reduces the memory bandwidth required to render shadows. Shadow mesh generation currently doesn't support using a lower detail level than the source mesh (but shadow rendering will make use of LODs when relevant).
var generate_shadow_mesh : bool = true
Property Value
generate_tangents
If true
, generate vertex tangents using Mikktspace if the source mesh doesn't have tangent data. When possible, it's recommended to let the 3D modeling software generate tangents on export instead on relying on this option. Tangents are required for correct display of normal and height maps, along with any material/shader features that require tangents.
If you don't need material features that require tangents, disabling this can reduce output file size and speed up importing if the source 3D file doesn't contain tangents.
var generate_tangents : bool = true
Property Value
offset_mesh
Offsets the mesh's data by the specified value. This can be used to work around misaligned meshes without having to modify the source file.
var offset_mesh : Vector3 = Vector3(0, 0, 0)
Property Value
scale_mesh
Scales the mesh's data by the specified value. This can be used to work around misscaled meshes without having to modify the source file.
var scale_mesh : Vector3 = Vector3(1, 1, 1)