Is it possible to use FixedMaterials with nodes like Quad or Sprite3D ?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By jeangit
:warning: 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!