not really, the problem is that e.g.: applying the material "new EnviroBitmapMaterial(bmpData1, bmpData2)" to a mesh seams to change the opacity of bmpData1 ..the higher the reflectiveness, the lower the opacity of bmpData1 becomes...what i am looking for is a way to keep bmpData1 fully opaque and still applying bmpData2 as an enviromap...
On 19 Nov., 16:18, "Peter Kapelyan" <[EMAIL PROTECTED]> wrote: > It would be a value betweeen 1 and 0, say .5, would show the reflection 50%. > > Hope it answers your question > > -Pete > > > > On Tue, Nov 18, 2008 at 11:30 AM, Kerem <[EMAIL PROTECTED]> wrote: > > > Hi, > > > i recently ran into an issue with EnviroBitmapMaterial and i don´t > > know whether i use it wrongly or if it´s a bug... > > When i apply an EnviroBitmapMaterial to a geometry dependant on the > > amount of reflectiveness the opacity of the underlying Material > > changes. Is it supposed to work like this? Setting the reflectiveness > > to 1 tints the material to black maintaining the environmentmap, > > setting it to 0 makes the material full opaque but removes the > > environmentmap-effect. Any ideas on how to apply an > > EnviroBitmapMaterial maintaining the opacity of the material? > > > cheers, > > Kerem > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
