Great, thanks - yeah I think I found that last night, just set normalDirty = true?
I didn't realised you could do it on the Mesh as a whole, I'll give that a go. The end result won't be a water effect as such... but I don't want to go into too much detail unless I actually get it working! I'll post an example if things go well :) Cheers, Chris. On May 13, 3:47 pm, Fabrice3D <[email protected]> wrote: > sure, just ask mesh.faces[index].normal; > and to refresh, there is (on top of my head) some set NormalDirty > applicable per face or entire mesh in Mesh. > > Fabrice > > On May 13, 2009, at 4:20 PM, digi-chris wrote: > > > > > > > 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 -- Hide quoted text - > > - Show quoted text -
