#What you'll learn
- How to set up a classic key + rim lighting rig, and when to use point, spot and sun lights.
- How the Lighting panel's bands, snap, ambient, specular and self-shadows work together.
- How to pick the right normal-map method for your art, or bring in your own.
- How to build and order an effect stack, including the animated effects.
- How to light a whole set of sprites consistently, and keep colours on palette.
#Before you start
- You've lit the sample crystal and exported a GIF with the Beginner guide.
- You need a plan that includes Pixxura. Your own sprite up to 480 × 480 (PNG, JPEG, WebP, animated GIF or APNG).
- Optional: a palette from Pixxulo to keep the lit result on your game's colours.
#How-tos
#How to light a sprite with a key and a rim light
- Remove the lights you don't want (select one and press Delete).
- Click + Point for the key light. Put it above and to one side, give it a warm colour, and raise Intensity.
- Click + Point again for the rim light. Put it behind the opposite side, give it a cool colour and a lower Intensity. It outlines the far edge.
- Raise Height (z) to light the top faces more evenly; lower it for long, raking light across the surface.
- Use Radius and Falloff to control how far each light reaches and how quickly it fades.
- Raise a light's Halo to show its glow in the air, like a lantern in fog. Light halos in the air in the Lighting panel turns all halos on or off.
#How to use spot and sun lights
- + Spot adds a cone of light. Set its Angle (where it points) and Cone (how wide it is), for example a flashlight or a stage light.
- + Sun (directional) lights the whole sprite from one direction, like daylight or moonlight. Set its Angle; it has no position or falloff.
- Combine a dim sun for overall light with point lights for local sources such as torches.
#How to tune the pixel-art lighting look
- Open the Lighting panel.
- Set Toon bands to the number of light steps you want: fewer bands give a bolder, more graphic look.
- Set Ambient, the brightness of the unlit side, and tint it with its colour swatch (cool blue for night, warm brown for a cave).
- Add Specular and adjust Shininess for highlights on metal, gems or wet surfaces.
- Tick Self-shadows so raised details cast small shadows. Adjust Shadow strength and Bump height (how tall the surface details are).
- Under Snap, choose Steps to limit brightness levels, or Sprite palette to use only colours that are already in your sprite.
#How to choose a normal-map method
- Open the Normal map panel and switch View to Normals (or press N) to see the shape.
- Choose Generate, then a method:
- Pillow: everything rounded, good for soft creatures and blobs.
- Pillow + detail: rounded, plus surface detail from the art's brightness. The default; good for most sprites.
- Bevel: a flat top with sloped edges, good for tiles, buttons and crates.
- Brightness: shape from brightness alone, good for already-shaded art.
- Raise Strength for stronger shading, Edge depth for rounder edges, and Smooth to soften noise.
- Choose Imported to load your own normal map (same size as the sprite), or Flat for no shape at all.
#How to build an effect stack
- In Effect stack, add effects with the + buttons. They run top to bottom.
- A good order for most sprites: Colour adjust or Hue shift first, then Outline, then Pixel glow, then Drop shadow, then screen-wide looks like CRT last.
- Click an effect's name to open its settings. For example Pixel glow has Threshold (which pixels glow), Radius, Strength and Snap to palette; Outline has Colour, Diagonal corners and Inside the sprite.
- Untick an effect to compare without losing its settings. Use the arrows to reorder.
#How to animate lights and effects
- Select a light and set Animate to Flicker or Pulse, then its Amount.
- Add a timed effect: Hue shift (Turns per loop), Palette cycling (Steps per loop), Wave (Cycles per loop), Heat haze (Rise), Ripple (Rings per loop) or Dither fade.
- Set the loop length in Canvas: Loop frames (2 to 64) and FPS (1 to 30). Every timed effect fits whole cycles into the loop, so it repeats without a jump.
- Press Space to play and ← / → to step.
#How to keep the result on your palette
- Click Library and open a palette (for example from Pixxulo).
- In Lighting, the Snap choice now reads Palette and uses those colours. The palette name is shown with a Use sprite colours button to go back.
- Snapping is colour-aware: a lit pixel only becomes a palette colour of a similar hue (or a grey), chosen mostly by brightness, so coloured light doesn't turn stone grey.
#Workflows
#Lighting a whole sprite set the same way
- Light one sprite until it looks right.
- Click Open (or Ctrl+O) and load the next sprite. Your lights and stack stay in place.
- Export each, or save the setup with Bake & export → Stack (shader config) and load it later with Import stack….
#A torch-lit dungeon prop
- Start from the Torch-lit preset.
- Set the key light to Flicker, add a low Ambient with a dark blue tint, and add Pixel glow to the flame pixels.
- Export Sprite sheet + JSON at 1× for your game, or APNG for a preview with soft glow.
#Pixxivi → Pixxura → Pixxula
- Draw the sprite or animation in Pixxivi and send it to Pixxura.
- Light it, then use Send to App → The lit animation (frames) to Pixxula to pack it with your other sprites.
#Tips and shortcuts
- Ctrl+O open · Ctrl+S export · Ctrl+Z / Ctrl+Y undo / redo · Space play · ← / → step.
- L turns Lighting on and off · N toggles the Normals view · 0 fit · + / − zoom.
- Delete removes the selected light.
- Padding (0 to 32 pixels) adds room around the sprite for outlines, glows and waves.
- The GPU preview badge only affects the live preview. Exports always use the same exact method on every device.
- Palette snapping runs on the main processor, so the preview may be a little slower with Snap on Palette or Sprite palette.
#Troubleshooting
- Light looks flat. Check the Lighting on chip in the options bar (or press L), make sure the normal map isn't on Flat, and raise Strength.
- A glow or outline is cut off at the edge. Raise Padding in the Canvas panel.
- The animation doesn't loop smoothly. Make sure every timed effect uses whole cycles per loop (they do by default), and that Loop frames isn't very low.
- An imported normal map is rejected. It must be exactly the same size as the sprite.
- Colours look muddy after snapping. Try Steps instead of a palette, or raise Toon bands.