this will not work cleanly.
if the image contains blue, it will alter the image creating the noise you describe.

so using same principle, replace in photoshop/editor the alpha channel by a given color. Avoid green, since jpg is most destructive in this color range. preffer a red. in flash loop on the bmd, and trace a fffff into a black bmd. then copychannel 1temp bmd to 8 of your destination bmd.

you can automate this from a simple Php loop or even photoshop. (Php will be like a zillion time faster than Photoshop)

Fabrice

On Oct 21, 2008, at 2:10 PM, Henry Cooke wrote:


Something else you could consider is doing a little post-processing on
your JPG files - once you've got the JPG loaded, you could get at the
BitmapData and use copyChannels to copy the blue channel into the
alpha channel, thusly:

var tmpBmp = [jpg bitmapdata];
tmpBmp.copyChannel( tmpBmp, tmpBmp.rect, tmpBmp.rect.topLeft,
BitmapDataChannel.BLUE, BitmapDataChannel.ALPHA);

Voila! Blue == transparent without having to export lots of new PNG
files. It might be a little noisy, but that's an artifact of jpeg
compression you'd encounter anywhere you were trying to do something
like this.

h.

2008/10/21 katopz <[EMAIL PROTECTED]>:
Hey Ben

do try again with png in swf and use compression as jpg(set in library flash IDE i mean), as i remember png got smaller size in same quality, btw must
use "save for web" in photoshop for png not just s"ave as" png

hth

2008/10/21 Ben <[EMAIL PROTECTED]>

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]


--
katopz
http://www.sleepydesign.com


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