Hi,
I need a bit of help from you guys. For past year or so, I’ve been reporting many bugs related to using Geometry Node generated content outside Blender, in game engines such as Unreal. That’s because I work with both Blender and Unreal on a game, so I use this functionality on daily basis in its fullest potential. About half of them get closed by one power tripping guy with really poor explanations and the blanket “This is a feature request” messages.
This guy has single handedly set back the Geometry Nodes export functionality back by about a year by haphazardly closing many reports. On several occasions, his excuse was “You can write a python script to fix it afterwards”. This is frustrating for two reasons:
First, that the Blender is end user facing software with GUI, not a programming library. So the solution to issues shouldn’t be writing “fix this bug” kinds of scripts.
Second, that my Blender installation is already polluted by half a dozen of custom “fix this bug” scripts and I am just so tired of writing a ugly workarounds to issues that should have not exist in the first place.
The latest instance of this behavior is this report:
The issue is that if you use primitive nodes such as cube in GN node network, then when you convert the live GN object to mesh (which happens automatically on each FBX or GLTF export), the object will get one additional empty material slot, that has no material and no faces assigned to it.
Those of you who export Blender content outside for use in other apps certainly know what kind of issues this can cause, since many apps rely on specific material ID/slot order to assign materials properly on the other side.
I just need some help with other people voicing their opinions in the comments on the report above. Not just about this specific issue but rather how these types of issues are treated in general. That they are treated as a feature request. Imagine requesting a new feature of “GN objects not having random unused and unassigned material slots on them after being converted to mesh”. Or to help me to fight the “Just write a python script to fix it” mentality.
If these reports weren’t closed haphazardly, we could already have functioning, stress and headache free export of GN content outside of Blender. Instead, everyone has to either have custom scripts, or do ugly workarounds like having live “source” versions of the GN objects in their scene, and then manually making copies with modifiers applied every time when doing exports.
GN is still a relatively new feature, so it’s still a bit unreliable, especially when it comes to the compatibility with the exporters. But if the reports about the exporter compatibility issues are not just ignored, but actively rejected, we will never have a game engine or pipeline friendly Blender.