Hey Wes, (sort of) You would add (for example) PhongMaterial as the Material class *i can't remember whether thats actually a material*
AwayBuilder would read it, but the Material you want to use would also need to be added to the classes in the awaybuilder.material package. Which means if you have to add it in a few places (MaterialFactory, MaterialPropertyFactory,MaterialAttributes,MaterialType)... and it may not work fully even then.... Another trick you can try is setting the material to one of the ones AwayBuilder actively supports, then onWorldComplete, find the geometry of the object you're looking for (by ID), then reapply the material you want to it. On Apr 24, 12:30 pm, wesm <[email protected]> wrote: > Thanks Juan! I'll give this a try. > > When you say the material is set in Maya, do you mean that you add a > shader like a Phong and the values will be saved and parsed in the > collada scene? Do I need to add any extra attributes so that the world > builder will know to parse the material? > > Thanks, > > Wes > > On Apr 24, 10:37 am, Juan Bonfante <[email protected]> wrote: > > > that needs this function to work: > > > private function worldPrescision(input : Number) : Number > > { > > return input * world.precision; > > } > > > On Apr 24, 9:36 am, Juan Bonfante <[email protected]> wrote: > > > > Out of the box: Add your light but then all of the position (and > > > property) values have to be multiplied by *this.world.precision > > > variable. ShadingColorMaterial is the only one that is currently > > > implemented, so if the lights intensity isn't high enough you'll just > > > see a black object... you also have to set the specular, and diffusion > > > (i think one more as well) on the material. Like this > > > > [code] > > > var aLight : PointLight3D = new PointLight3D({ > > > x:worldPrescision(10), > > > y:worldPrescision(100), z: worldPrescision(-600), > > > brightness:worldPrescision(5), ambient:worldPrescision(30), > > > diffuse:worldPrescision(500), specular:worldPrescision(180) }); > > > this.world.worldView.scene.addChild(aLight); > > > > [/code] > > > > You then do the material setup in Maya. > > > > On Apr 24, 8:02 am, wesm <[email protected]> wrote: > > > > > Thanks Guys for the reply! > > > > > So, if I want to manually implement some lights into the scene. How do > > > > I attach a material to the different objects in my maya scene. I am > > > > working off the basic_scene, so my maya file is exported as 1 collada > > > > file. > > > > > thanks a lot, > > > > > Wes > > > > > On Apr 24, 5:01 am, Juan Bonfante <[email protected]> wrote: > > > > > > HI Wes, > > > > > > I am working on a way of implementing lights. So far i've gotten the > > > > > ShadingColorMaterial to react accordingly, much thanks to fabrice. As > > > > > for being able to import them directly from the Collada I'm gonna try > > > > > and dive into that right now and see if I can get it a least > > > > > implemented. It still requires that your materials are light reactive, > > > > > I'm not certain on how we utilize normal mapping easily (but I haven't > > > > > looked into it yet). > > > > > > On Apr 23, 5:41 pm, Andreas Engstrom <[email protected]> > > > > > wrote: > > > > > > > Adding support for lights is on the Awaybuilder to-do list but > > > > > > unfortunately not implemented yet. I think that Juan has been doing > > > > > > > > > > > > some experiments with adding light support but I'm not sure how far > > > > > > he > > > > > > got with it. You could add your lights manually and still use the > > > > > > rest > > > > > > of the scene in the meantime till it gets implemented. > > > > > > > Cheers, > > > > > > .andreas > > > > > > > On 23 Apr 2009, at 22:03, wesm wrote: > > > > > > > Hey, > > > > > > > I'm using awaybuilder and was wondering if anyone knew how to > > > > > > incorporate simple maya lights into the scene. Ideally, I'd like to > > > > > > be > > > > > > able to use normal maps with my object and would like to know if > > > > > > anyone has an example of using awaybuilder with normal maps and > > > > > > lights. > > > > > > > Thanks very much! > > > > > > > Wes- Hide quoted text - > > > > > > - Show quoted text -- Hide quoted text - > > > - Show quoted text -
