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! -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
