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

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