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