Cannot do normal mapping on a quad with FixedMaterial (screenshots + project)

: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 normal mapping on a quad, with a FixedMaterial

I begin with a 3D scene, and i add those nodes:

Spatial
  |-- Camera
  |-- DirectionalLight
  |-- Quad

Then i add a FixedMaterial in the GeometryInstance section of the Quad

In the FixedMaterial, i add a diffuse texture.

The display of the textured quad is still correct at this step.

But when i add normal texture to the FixedMaterial, the quad becomes almost all black (you can still see a little the diffuse texture).

I’ve done an archive of my Godot project, if you want to see by yourself.

Click here for downloading the Godot project

Thank you!

I tried with the Godot-git 3.0 alpha, and i have the same issue.

Here is the project for 3.0

jeangit | 2017-03-10 15:01

:bust_in_silhouette: Reply From: Nuno Donato

Rotate the camera a bit and it works fine. yeah, I think this might be a bug

Tried this, but the quad remains black, even if i rotate the camera on its 3 axis:

jeangit | 2017-03-10 22:09

I have slight different results. my quad is fully black, but when the camera moves it shows it correctly (editor only)

Nuno Donato | 2017-03-10 23:24

Tried the FixedMaterial on (from left to right) TestCube, Quad and Sprite3d.

Oddly, only the TestCube works with FixedMaterial (Diffuse & NormalMap, same thing as before).

jeangit | 2017-03-11 12:09