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 -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
