Hi Fabrice, Thanks for the advice - I'll have a longer look through the materials package tonight and see if I can figure it out. I was hoping there might be some way of applying a color transform onto specific faces as a short-cut, but I'll have another look.. elevationModifier sounds interesting.
Just to check, can Away3D calculate the normals for me, or do I need to use my own routine for this? Cheers, Chris. On May 13, 9:03 am, Fabrice3D <[email protected]> wrote: > Hi Chris, > Take a look into the material package, there are like 5 or 6 ways to > apply lights on different ways in there. > I would for a watery surface consider the normalmap approach. A custom > mix of dot3 and animatedMaterial was one of the experiments I was > planning to do > ages ago... if you couple this to add mode with another source, the > little tests I did back then where looking quite convincing when it > comes to water.. > however the system here would be based on noise and mostly > prerendered. The trick being offsetting both sources to get the > randomness. > Coupled to NormalUVModifier or elevationModifier for the geometry, may > be some tiling... > > I'm afraid the realtime calc+draw of a sea surface in Flash, would > have to be reduce to a little rain pool... if not more like a glas of > water, > > Welcome to Away! > > Fabrice > > On May 13, 2009, at 3:11 AM, digi-chris wrote: > > > > > > > Hi all, > > > I've been using Away3D for a while now, but this is my first post > > here. I've been struggling with something that, so far, I can't really > > see any way to solve... > > > I'm building an object on the fly within AS3 - the vertices can change > > position with each frame. It's kind of like a wave running through a > > texture-mapped plane. This all works fine, but my problems come when I > > attempt to add some sort of lighting to the equation. I'm having > > trouble calculating the normals properly.. I've tried several pieces > > of example code I've found around the web without success, but I can't > > see anything in particular wrong with my method. > > > However, at the same time, I've noticed that repeatedly calculating > > normals every frame is quite CPU-heavy. Even if I get it working, I > > don't think it'll be fast enough. > > > Now, I'm thinking that in actuality, I might be able to save on CPU > > time and not worry about the normals by simply modifying the faces > > directly in some way to represent the shading that should be going on. > > All I really want to do is just darken a face depending on its angle - > > that way I could just cut out the whole lighting issue altogether. > > > But, is there any way I could actually darken or lighten a face or > > apply some sort of shading over the top of the texture? It doesn't > > seem to be possible. > > > I'm contemplating drawing onto the BitmapData of the material I'm > > using in some way, but I'm not sure if that would be the best > > approach. > > > Any ideas or thoughts would be greatly appreciated. > > > Cheers, > > > Chris.- Hide quoted text - > > - Show quoted text -
