Did it matter how far away the light was? For instance you need to use more shininess (is that even a word) if the light is farther away?
-Pete On Thu, Jul 23, 2009 at 7:39 PM, Kinsman <[email protected]> wrote: > > You know what? Just ignore me. I thought I had a question or a > problem or something, but I think I'm just muttering to myself and > posting it to a thread. Don't mind me. > > On Jul 23, 7:54 pm, Kinsman <[email protected]> wrote: > > After more fiddling, I've figured it out. When you have a > > ShadingColorMaterial next to a WhiteShadingBitmapMaterial, and you > > want them to shade "the same", you have to do some experiments, but > > I've found that: > > > > var material02:ShadingColorMaterial = new ShadingColorMaterial(hex > > (65,68,195), {specular:0, shininess:0}); > > var material03:WhiteShadingBitmapMaterial = new > > WhiteShadingBitmapMaterial((new RedFabric().bitmapData), > > {diffuse_brightness:0.01, specular_brightness:0.01, shininess:2990}); > > > > Create two materials that lighten and darken about the same when you > > turn them in front of a light. It's a little counterintuitive that I > > need to set shininess so high on the WhiteShadingBitmapMaterial; and I > > don't like the fact that I have to rotate the model a few times to set > > the lighting to "settle". > > > > On Jul 23, 7:32 pm, Kinsman <[email protected]> wrote: > > > > > After looking a bit further into this, I should clarify. > > > > > WhiteShadingBitmapMaterial does seem to be ShadingBitmapMaterial, now > > > that I've tested my models a bit more. However, when you shine a > > > light straight onto a flat surface, the colors seem get so bright that > > > they invert. Attempts to correct this, for example by using an init > > > object of {specular:0, shininess:0}, just causes what I thought was > > > the original 'fullbright' effect. > > > > > On Jul 23, 7:21 pm, Kinsman <[email protected]> wrote: > > > > > > I was looking through the different materials while deciding how best > > > > to shade a model in Away3D. > > > > > > I noticed that while there was ShadingColorMaterial, > > > > PhongColorMaterial, and PhongBitmapMaterial, "ShadingBitmapMaterial" > > > > was missing. There was WhiteShadingBitmapMaterial, but the material > > > > seemed to ignore the lights in the scene and just render fullbright. > > > > > > Is there something I should do to WhiteShadingBitmapMaterial? Or is > > > > there a material that does what I would expect a > ShadingBitmapMaterial > > > > to do? > > > > > > -Sean Givan > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
