I don't think you can mix those two (normal + specular). If that's the case
there "might" be a way of mixing them by using a Composite material made of
two seperate materials, but that a hunch and it might not turn out as
expected...

-Pete

On Sat, Oct 18, 2008 at 9:27 AM, Ben <[EMAIL PROTECTED]> wrote:

>
> 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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