Really nice job, congrats on getting it to work. Phong has been busted on the Cube and Plane (flat surfaces) for a while now, nobody has stepped up to the plate to fix that yet. The explanations is here:
http://groups.google.com/group/away3d-dev/browse_thread/thread/80c4b12653d32dca/ It probably won't be as simple as changing the Cube/Plane itself, it will probably take the Phong material as well and maybe something else to patch that up. -Pete On Thu, Jul 23, 2009 at 7:15 PM, aleph1 <[email protected]> wrote: > > I have uploaded a new test here: > > http://away3d-dev.googlegroups.com/web/speculartest.swf > > Sorry, the file is a bit large, but I am working with big texture maps > to see what is possible. As you can see, this opens up some cool > possibilities: the way the specular picks up hidden details in the > sticker (the diamond texture); the rough metal texture (can simulate > simple bump maps); and the lack of shading at the dirty poles of the > sphere. Again, this is rough and more a proof of concept than anything > else. I think it could be very useful. > > Tomorrow I will see if I can get it working in a way that the specular > map both masks the specular value and allows for variable specular > colours across the surface of the object. The sticker was designed in > anticipation of this… > > Is there any chance phong shading will ever be fixed so that it works > on a cube? If not, I'll have to look at the Dot3d Material, as I need > a shaded simple cube in a project I have on the go. > > d > > On Jul 23, 5:27 pm, Peter Kapelyan <[email protected]> wrote: > > Try it on a sphere or something that's not a cube or plane, phong was > always > > screwy on a cube/plane. > > > > -Pete > > > > > > > > > > > > On Thu, Jul 23, 2009 at 5:09 PM, aleph1 <[email protected]> wrote: > > > > > Yes, I am seeing them. However, this was happening when I compiled the > > > SWF with the base version of Away3D v2.3.3 without any modifications. > > > Just a basic scene with one light, one cube (textured with a > > > PhongBitmapMaterial) and a single camera caused these issues to > > > appear. Any ideas on this? > > > > > With the unmodified engine, the strangest thing about the highlight is > > > that it sometimes draws incorrectly when the cube is rotated and then > > > redraws correctly when the mouse is released. I have tried modifying > > > the segmentsW and segmentsH but they both cause weird display glitches > > > on a textured cube in the unmodified release as well. > > > > > Any input would be greatly appreciated. > > > > > d > > > > > On Jul 23, 4:33 pm, Peter Kapelyan <[email protected]> wrote: > > > > 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 > > > > -- > > ___________________ > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > HTTP://AWAY3D.COM > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
