I've got some a 3d Model which include a standard texture (diffuse), a
normal map and a specular map.

Now I added some light to the scene.
I used the Dot3BitmapMaterial, with the texture bitmap as first
parameter and the normal map as the second as described in the
documentation.

I noticed that I can't get some shiny effect on my mode, even though
there is a shininess component and a specular coefficient.

I use a DirectionalLight3d, but have seen that only ambient and
diffuse parts of the light are being considered...if I use the
specular part, the whole model stays dark. With PhongBitmapmaterial is
seems ok, but I can't include my normal map details and it looks kinda
weird.

Any idea how I can get the normal map working with some shininess?
Or do I just use the wrong material type?

Thanks

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