Congratulations, it looks great! I don't see why something like this
shouldn't be in the engine.

However I do see some glitches, among some: sometimes it flickers, and
disappears after being at a certain angle (around 45 degrees facing away
from the camera). Are you seeing the same glitches on your end?

-Pete

On Thu, Jul 23, 2009 at 4:20 PM, aleph1 <[email protected]> wrote:

>
> I have managed to implement specular masking with some minor
> modifications to the PhongBitmapMaterial class. It would be possible
> to implement them by creating another material class (it is a fair bit
> of work to implement the CompositeMaterials required to get this
> effect working), but minor modifications to the existing class make it
> a breeze. Basically, I have made the _specularPhongShader a child
> material of a new _specularShader:CompositeMaterial. I have also added
> a getter/setter for a _specularMask property that allows you to assign
> a material as a mask.
>
> You can see an example here:
>
> http://away3d-dev.googlegroups.com/web/specularmask.swf
>
> Use the checkbox to toggle the specular mask on and off. This is
> especially useful for materials that have variable specular levels
> across the surface (brand new car covered in dirt, polished stainless
> steel with brushed portions, etc.). In this case the specular mask
> being applied is a bitmap material with a checkerboard. However, this
> technique will also support semi-transparent materials.
>
> With some minor modifications, I think I can get the this demo working
> with a single specular mask that affects specular transparency and
> specular colour across the surface of the object. The current
> implementation doesn't appear to be causing a big hit in terms of
> performance, and I think the specular tinting won't be too much of a
> hog either.
>
> How do I go about proposing this as an addition to the future builds
> of Away3D?
>
> Thanks again for such a great engine!




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