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 -

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