PNG export now includes a “Sync Normal Map Output” option, available for both standard single-image exports and sprite-sheet exports.
When enabled, an additional normal map is exported alongside the color image, with the suffix -normal appended to the file name.
The color image and normal map use the same animation frames, views, and atlas layout, making them easy to use together in 2D lighting systems that support normal maps.
Normal map atlas export supports multiple directions and multiple actions.
A new “Flip Normal G Channel (DirectX)” option makes it easier to support different normal-direction conventions.
New: More Complete Lighting Settings
You can now adjust the following settings in the “3D Pixel & Sprite” panel:
Rim light intensity and ambient light intensity.
The key light azimuth and elevation angles, which control the direction from which the model is illuminated.
Changes are reflected in the 3D view in real time. Lighting parameters are saved with the project and used for rendered exports.
The PNG export window now includes a “Fix Lighting to the Scene During Export” option, enabled by default.
When exporting a multi-directional sprite sheet, it keeps the horizontal lighting direction consistent across images from different directions.
Clear the option to restore the previous lighting behavior.
This option affects both the export preview and the final export, but does not change the real-time view when browsing the model normally.
A “Lights” display toggle has been added to the upper-left corner of the 3D viewport.
When enabled, it shows the key light position, lighting target, and direction ray, making the lighting direction easier to understand at a glance.
The indicator updates in real time according to the key light direction and color settings.
The helper markers do not appear in exported PNGs or sprite sheets.