Omid Saadat
omid3098.bsky.social
Omid Saadat
@omid3098.bsky.social
Technical artist
If you have found something missing or broken, just create an issue on github.
Repo:
github.com/omid3098/ope...
Blog post:
omid-saadat.com/posts/opensh...
Next engine to support is "Bevy".
OpenShaderGraph
The Problem
omid-saadat.com
October 10, 2025 at 5:43 PM
Go to openshadergraph.com and: 👇
- Try to create more complex shaders and check the preview (which is using threejs) or bring into #Godot and see if they look as expected. if it does not work, simply save the graph and send it to me over a github issue.
OpenShaderGraph
openshadergraph.com
October 10, 2025 at 5:43 PM
Do you mean to bring behavioral things from blender to Godot? like physical behaviors of objects or mesh instancing? may you explain more please?
August 16, 2025 at 7:06 PM
Thank you very much for tips and information.
My concern was mainly to let artists to bring their stuffs more easily into a game engines or web. it may be a small save but worth if it needs to be done multiple times a day.
I don't understand other pipeline concerns you mentioned/
August 16, 2025 at 7:06 PM
For godot pipeline, I made a gltf light fix to convert blender light parameters to godot to get as close as possible. and another small plugin to hot-reload even if the godot editor is not focused.
This pipeline can work with any other engine (tested with threejs too)
August 16, 2025 at 6:36 PM
In blender side, I only care about export on save which I think should be the only thing blender should concern about. it also makes the tool engine independent. We can save the blender file and the exporter will do the export. then the target engine would care about hot-reload.
August 16, 2025 at 6:36 PM
If you are going to publish your workflow, I would love to use it instead! So do you think you can share any ETA?
And if not, I would love to get some advises if possible.

bsky.app/profile/pass...
thanks! yeah they are godot lights that gltf importer creates from gltf. there are two plugins, one for rebaking lightmaps and another for reloading the scene, will share later if workflow proves useful
August 16, 2025 at 6:29 PM