Blender to Babylon shader compatibility - what are the differences?

Hi all Babylon & Blender users,

I want to know how compatible are the shaders created in Blender with the shaders and materials (including node materials) used in Babylon?

Not so much the PBR workflow with its various maps, but to what extent do the nodes used in Blender’s shader workflow, and those used in the Node Material Editor, cross over?

A big difference is the Vector shader part of the Node Material Editor, which afaik Blender doesn’t deal with, but it would be great to either be able to export shaders from Blender (i guess via GLSL?) or more likely have a reduced shader setup in Blender that I know can be reproduced in Babylon, so I can sketch ideas out in there and then port them over/ recreate them later.

Any ideas and info around this wide topic much appreciated :paintbrush:

@PirateJC is working on both sides (Blender and NME) and I wonder what feedback he would have on this ?

I unfortunately do not know blender enough to be of any help here :slight_smile:

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Hey @Chrisor9 - Apologies about the delayed response.

Unfortunately there’s not as much crossover as we’d love to see between the two. Since Babylon is a real-time engine, it has some key differences between Blender’s built in shader system. Many of the basic math nodes/operations cross over, but there are some nodes that are unique to Babylon with NME and there are some nodes that are unique to Blender with their shader node structure.

I don’t really have a great guess at what percentage crosses over, but an off the cuff semi-educated guess would be about 60% cross over. We’d love it to be more, but the two tools ultimately have different goals/outputs in mind, so there are some inherently unique differences between them.

Hope that helps answer you question a little bit.