Hey Aleph1

really nice implementation of specular masking! I would propose you could go
one step further and add full specular maps (not just the alpha channel) to
the effect so that you can use different textures for the specular shading
as well as different alphas. Should be no extra processing and by the should
of it, minimal coding :)

if you want to submit a patch, here is the place to do it! we would be happy
to integrate your changes - as a new material or possibly as an option in
the current one

cheers

Rob


On Fri, Jul 24, 2009 at 1:45 AM, Peter Kapelyan <[email protected]> wrote:

> 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
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

Reply via email to