PNG are so much larger than JPGs, so I think PNGs won't be feasible.....I got an item database with almost 10k items....most with own mesh in male / female version. The 3ds File is almost 100k each and the JPG texture 100k again...a PNG would be like 500k I guess. Any idea what could be done otherwise? So is there no transparent color-keying at this moment? Do you think it would be hard to say to the renderer that he should omit drawing a pixel if it's of a certain color?
On 20 Okt., 19:53, "Rob Bateman" <[EMAIL PROTECTED]> wrote: > 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=3769173Here 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]
