I'm using 3d sprites for the girl and the zombie's hand, and I'm also planning on using it for other enemies as well. How do I make it react to the lighting in my scene?
3D sprites not getting affected by the lighting.
I don't work in 2D much, but I think if you select a normal map texture, that will help. But I'm not sure if 3D lights work on 2D objects. You might have to make a Light2D and place it close to the 3D Light for it to work. But I'm not sure, I've never tried it. GIMP can create normal maps from grayscale height maps. But you will need to paint this manually in GIMP.
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Maybe put them on 3d planes like those plants that always point toward the camera, I forgot what you call them now, although you would have to change the textures without an animation player maybe. OR is that what you did? It seems like it should react to the light.
They are called billboards. You can also use Sprite3D, I haven't used it, it may have a billboard check box.
@fire7side said: Maybe put them on 3d planes like those plants that always point toward the camera, I forgot what you call them now, although you would have to change the textures without an animation player maybe. OR is that what you did? It seems like it should react to the light.
But I want to animate them too.
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@cybereality said: I don't work in 2D much, but I think if you select a normal map texture, that will help. But I'm not sure if 3D lights work on 2D objects. You might have to make a Light2D and place it close to the 3D Light for it to work. But I'm not sure, I've never tried it. GIMP can create normal maps from grayscale height maps. But you will need to paint this manually in GIMP.
Thanks again for your insight. But I'm not using 2d sprites. I checked into Godot's documentation. I'm using what they call animated sprite 3d.
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Select the Sprite3D node(s) and enable Flags > Shaded in the inspector. The default is unshaded, as it's the most common use case and it performs better.
@Calinou said: Select the Sprite3D node(s) and enable Flags > Shaded in the inspector. The default is unshaded, as it's the most common use case and it performs better.
Yup! It did the trick.