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
>



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