Hey Ben have you tried using a transparent png for the texture? You should be able to achieve the effect you want without any extra trickery - just have transparency in your image from the start in place of the blue color and you should be set!
atb Rob On Mon, Oct 20, 2008 at 5:32 PM, Ben <[EMAIL PROTECTED]> wrote: > > As you seem to be one of the main developer on this project: > > Is there any color-keying option to make surfaces transparent? In my > case blue is defined to be the "transparent color", so I'd like to > omit the drawing there.. > http://www.nunduniel.kilu.de/viewer.php?id=3769173 Here is an example > > On 20 Okt., 04:11, "Rob Bateman" <[EMAIL PROTECTED]> wrote: > > > So the Dot3BitmapMaterial information is only affected by the diffuse > > > part of the light? > > > > i'm afraid so, the maths for resolving a specular component normal map is > > currently not something i have the time to spend on! > > > > cheers > > > > Rob > > > > > > > > On Sat, Oct 18, 2008 at 4:11 PM, Ben <[EMAIL PROTECTED]> wrote: > > > > > 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 > > > > > > -- > > > > ___________________ > > > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > > > HTTP://AWAY3D.COM > > > > -- > > Rob Bateman > > Flash Development & Consultancy > > > > [EMAIL PROTECTED] -- Rob Bateman Flash Development & Consultancy [EMAIL PROTECTED] www.infiniteturtles.co.uk www.away3d.com
