Godot 4's MultiMesh doesn't display the correct colors

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I tried following Godot's documentation on MultiMeshes (the set_instance_color is specially interesting), but my models always end up washed out, way brighter than they should be (left is the correct model, right is after multimeshes applied):

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It's a model made out of voxels. Each cube is put into the same multimesh and then each instance's color is changed depending on the imported model's colors.

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I fixed it by setting vertex_color_is_srgb to true in my material.