So the Dot3BitmapMaterial information is only affected by the diffuse
part of the light?

On 18 Okt., 17:01, "Peter Kapelyan" <[EMAIL PROTECTED]> wrote:
> 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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>
> Actionscript 3.0 Flash 3D Graphics Engine
>
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