What he's trying to say: using EnviroBitmapMaterial changes the alpha opacity of bmpData1. So if a mesh only uses one (opaque) texture and no EnviroBitmapMaterial, the whole mesh is covered by the texture and the whole mesh is opaque.
Now, adding a EnviroBitmapMaterial with a reflectiveness of .5 changes the opacity of the texture BELOW the reflective texture to 50%. So lets say you have a ball mesh with a fully opaque billard ball texture. Adding a reflective texture on top of that ball, makes the billard ball texture transparent, so the whole ball seems to be semi transparent. Setting the reflectiveness to 0 makes the reflective texture disappear completely and at the same time makes the ball opaque again. Setting reflectiveness to 1 makes the ball texture completely transparent and you get a transparent billard ball. That looks like a bug to me... On 19 Nov., 18:58, "Peter Kapelyan" <[EMAIL PROTECTED]> wrote: > Hmm I think what you mean is you want to use a blendmode to do some type of > additive coloring. I'm not 100% sure how that could be done or if it can be > done, but EnviroBitmapMaterial extends CompositeMaterial, and > CompositeMaterial supports blendmodes...andI see some stuff called "mode" in > there also. > > Also it *might* be possible to make the EnviroBitmapMaterial part of a > BitmapMaterialContainer...and that has blend modes also. > > So it might be possible, just not sure how. :/ > > -Pete > > > > On Wed, Nov 19, 2008 at 12:09 PM, Kerem <[EMAIL PROTECTED]> wrote: > > > 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 <http://away3d.com/> > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM
