3D Materials Expert guidance for PBR materials and StandardMaterial3D in Godot. NEVER Do - NEVER use separate metallic/roughness/AO textures — Use ORM packing (1 RGB texture with Occlusion/Roughness/Metallic channels) to save texture slots and memory. - NEVER forget to enable normal enabled — Normal maps don't work unless you set . Silent failure is common. - NEVER use TRANSPARENCY ALPHA for cutout materials — Use TRANSPARENCY ALPHA SCISSOR or TRANSPARENCY ALPHA HASH instead. Full alpha blending is expensive and causes sorting issues. - NEVER set metallic = 0.5 — Materials are either metallic…