Hi guys.
I have added Awaybuilder support for PhongBitmapMaterial and
PhongColorMaterial and the material properties 'shininess, specular'.
The PhongColorMaterial constructor required a color value which I have
set by default to 0x00FF00 but the class has a getter and setter for
the color property so you should be fine to set that as a dynamic
attribute in Maya and that should override this default. I am very
busy moving flats at the moment so I didn't have time to set up a
scene and test it so please let me know if there are any problems.
Cheers,
.andreas
On 25 Apr 2009, at 22:36, Juan Bonfante wrote:
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!
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