How to stop the VisualShader Texture node turning a texture yellow ?

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:bust_in_silhouette: Asked By Nymb

Hey guys, I’m new to godot and game creation in general, I started creating a game a short time ago and when I discovered godot I knew it was the perfect engine to use. Despite having almost no knowledge with any game engine, the community is great at creating tutorials and I managed to advance a lot, even though there are still many problems that I can’t solve and I haven’t been able to find a tutorial with the solution yet.
One of these problems, which in fact must seem extremely silly, is with the VisualShader. I bought a package of assets from Synty and even though they don’t support Godot, with the help of blender, I can convert almost all assets without too many problems. Despite this, a problem has plagued me for almost a week. When converting and animating one of Synty’s humanoids to godot and trying to apply the texture to it I run into a problem (which is probably completely my fault, I must be trying to do it in the stupidest way possible), editing the material in the MeshInstance Node (the only way I was able to add the texture to the humanoids, the houses and other objects accept the textures correctly) I created a VisualShader and created a Texture Node where I could finally select my image in jpg or jpeg, however although the godot imported it correctly, when applying it in Texture Node it blinks once in the correct color and then turns yellow. Would anyone know how to solve this problem?
I`m using Godot 3.2.1 - stable.
Ty for the great community

Can you re-import the image? Delete it from the project directory and drag it back in. If that doesn’t work, try deleting it again, rename it, and then re-import it.
I see here from this issue it may be caused by using the texture somewhere other than albedo, which causes Godot to handle the image differently (discarding the blue values in the image, causing a yellow tint). I’m not familiar with the intricacies of image importing, so I don’t know what precisely you need to change to revert the texture (hence my recommendation to just re-import).

DDoop | 2020-07-01 17:10

Hey DDoop, i try to reimport multiple times and didnt solve the problem, but when i was looking the issue that you linked i got to the Inspector pannel in the StreamTexture and try the load Path, there i was able to find the import folder and my yellow tinted image was there with the non tinted image too, so i just selected the right one and it solved the problem. I would like to know why godot was tinting my image yellow just to avoid this problem in the future for me and others.

Nymb | 2020-07-01 18:48

:bust_in_silhouette: Reply From: Nymb

With DDoop help, I try looking in the Inspector pannel in the StreamTexture and try the load Path, there i was able to find the import folder and my yellow tinted image with the non tinted image too, so i just selected the right one and it solved the problem. I would like to know why godot was tinting my image yellow just to avoid this problem in the future for me and others.

If you drag an image into you visual shader editor, then where it says data select ‘normal map’ it will go yellow. Basically it thinks it’s a normal map so it does some stuff with the color channels since Godot uses -y as the up axis (or something like that I can’t remember).

If you select the image in the FileSystem tab on the left, then click the Import tab at the top on the left, you can set ‘Normal Map’ to Disabled, then click Reimport and it won’t treat it like a normal map anymore.

JESTERRRRRR | 2020-07-02 00:42

This actually helped me. Thank you! (after two years)

Otello | 2022-02-12 17:44