#What you'll learn
- How to combine a sun with point lights, and how light height and direction shape the shadow.
- How the shading shape, self-shadowing and painted height work together.
- How to keep every shaded pixel inside your palette.
- How to plan the canvas so every animation frame and its shadow line up.
- How to save setups, make turn variants and light a level in Scene mode.
#Before you start
- Read the Pixxado beginner guide first: picking a look, moving the light and exporting are assumed.
- Have a sprite or animation from your game, and its palette if you use one.
#How-tos
#How to combine several lights
- Start with Sun / moon for the main light.
- Click + Point light under Lights for each torch, lamp or glowing item. Drag each one on the stage.
- Select a light in Lights to edit it: Intensity, Colour, z (height), Radius and Flicker for point lights; Direction and Height for the sun.
- Each light casts its own shadow. Lower the Intensity of side lights so the main shadow stays readable.
- Ambient sets how bright the shadows are overall; raise it for daylight, lower it for caves.
#How to control the shading form
- In Shading, choose Shape: Rounded (inflate), Bevelled, From brightness or Flat.
- Tick Shape each colour region to round each colour area on its own (arms, belts, gems).
- Tune Bumpiness (surface detail), Form gradient (how much light falls off across the form), Self-shadowing (raised parts shade the parts behind them), Ambient occlusion (darker creases) and Rim light.
- Use Strength to blend the lighting with the original art, and Keep dark outlines so outlines stay crisp.
#How to paint height by hand
- Click Paint height above the stage.
- Drag to raise the surface; Shift-drag or right-drag to lower it. Set the Brush size first.
- Switch the View to Height to see what you painted, or Normals to see the surface Pixxado lights.
- Painted height belongs to the current frame. For animations, paint the key frames that need it.
- Already have a normal map from another tool? Use Use a normal map… instead. It applies to the first frame.
#How to lock shading to your palette
- In Shading → Colours, choose Palette and pick it from Choose a palette…, or send a palette from Pixxulo: a received palette locks the shading automatically.
- Set Steps to how many shades up and down each colour may move.
- Set Band edges to Hard bands, Clean bands or a Dither size to control how shade bands meet.
- With a palette lock, the light colour no longer tints pixels: Pixxado never invents colours outside your palette.
#How to make room for shadows across an animation
- Open Canvas. Room for shadows is Automatic (fit every frame) by default: Pixxado plans one canvas for all frames, so long shadows fit and every frame has the same size and ground line.
- Choose Keep the sprite size (clip) when the output must match the original size exactly, or a fixed margin (8, 16 or 32 px on each side).
- The note under it shows the output size, where the sprite sits and the ground line's y. Your game uses these to place the sprite and shadow.
- If the sprite came with hitboxes and pivots from Pixxeta, the ground line follows the pivot.
#How to save setups and make turn variants
- Get a light you like, then Save setup in Looks with a name. It appears under Your setups.
- Apply a saved setup to any sprite with one click; use Export JSON / Import JSON to share it.
- For characters that face different ways, click Turn variants… under Lights to light the same sprite from the left, top and right in one go.
#How to light a level in Scene mode
- Click Scene in the View bar and open a level image (up to 1024 × 1024), or a tile map sent from Pixxori.
- Pixxado adds a lamp if the level has none. Add more with + Point light and drag them into place.
- Set Darkness and Darkness tint for unlit areas, and Light steps plus a dither for how light bands are drawn.
- Under What blocks light, pick Wall colours (click each wall colour), Opaque pixels (for a props layer on transparency) or, for a tile map, Level tiles.
- With a sun light, Prop height sets how long walls and props cast shadows.
#Workflows
#A lit, shadowed walk cycle for a game
- Animate in Pixxani or Pixxivi; add pivots in Pixxeta if you have them.
- Send it to Pixxado, pick a look, keep Room for shadows on automatic.
- Export → All three as Sprite sheet + JSON: lit art, shadow layer and composite, all on the same canvas.
- In your game, draw the shadow layer under the character so it can fade or stretch on its own.
#Shadows that follow into the game package
- Send to App → Pixxizi with Shadow layer only, and send the lit art separately.
- Pixxizi pairs them and exports the shadow as a child sprite under the character.
- Avoid sending Lit art with shadows and a shadow layer for the same sprite: the shadow would be drawn twice.
#A lit dungeon from a tile map
- Build the level in Pixxori with a collision layer and a height layer.
- Send it as a tile map to Pixxado. It opens in Scene mode with Level tiles blocking light.
- Place lamps, then Export the Darkness overlay and Light overlay to layer over the level in your engine.
#Tips and shortcuts
- Ctrl+Z / Ctrl+Y undo and redo; Ctrl+O opens; Ctrl+S exports.
- B flips Before / After; 0 fits; + / - zoom; Space plays; arrow keys step frames.
- Shadows, Lit only, Normals and Height in the View bar show each ingredient on its own.
- Point-light ground shadows stretch at most 4×, so a lamp just above a sprite doesn't throw an endless shadow.
- Light direction: 0° is from the right, 90° from above, 180° from the left. Light height runs from 2° (grazing, long shadows) to 88° (overhead, short shadows).
#Troubleshooting
- Shading ignores my palette. Check Colours is set to Palette, and that the palette has enough shades per colour for your Steps.
- The animation's shadow jumps between frames. Use Automatic (fit every frame) and Ground line from the feet, or set the ground line once by hand.
- Painted height only shows on one frame. Height is painted per frame. Paint the other frames too.
- Light leaks through a wall in Scene mode. Wall colours must match exactly; click the exact wall colour, or use Opaque pixels with a separate props layer.
- "Turn variants are for sprites". Turn variants don't work in Scene mode; switch back to sprite mode.
#Related guides
- Pixxado — Beginner · Pixxado — Advanced
- Pixxori for tile maps · Pixxizi for shadow children · Pixxeta for pivots
- Send to App · Pixx Flow