Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | jeangit | |
Old Version | Published before Godot 3 was released. |
Hello,
I’m trying to do bump mapping on a Quad node.
For this, i have done a Material Overide in GeometryInstance section of the Quad.
Then, in Textures section, i load a png as Diffuse.
And finally, the normal map is loaded too (a png file too), as Normal.
I put a DirectionalLight node, pointing on the Quad.
In the editor window, i see the Quad which is correctly normal-mapped.
But when i run the game, i see only a Quad painted in black.
If i clear the Normal section, leaving only the texture loaded as diffuse, i see the texture when running the game. But of course, there is no normal-mapping anymore.
I tried also with a Sprite3D: same thing, all is black.
Then i tried with a TestCube : suprise! It works with the TestCube node (doing nothing more that i had previously done: a texture for Diffuse and a normal map for Normal).
So i guess there is an UV issue with Sprite3D and Quad.
All the samples of Godot using shaders are also using imported objects, not nodes.
Can i define UV for Quad or Sprite3D ? Should i use another node ? Must i define my own geometry inside Godot if i don’t want to import a simple quad from Blender ?
Thank you!