This effect should be achievable with normal maps, no? Not the
mechanics of it (how you can turn certain faces on or off) but it
should result in the same appearance.

If so is the case, then you should actually be able to switch the
material on each face of a mesh (through Mesh.faces[index].material)
to create something similar to smoothing groups.

Cheers
/R


On Aug 7, 11:04 pm, Fabrice3D <[email protected]> wrote:
> I do not think this is geometry related directly. It's more the way  
> you consider/include the normals of the neighbours faces and their  
> averages for the rendering or not.
>
> Fabrice
>
> On Aug 7, 2009, at 8:29 PM, Rob Bateman wrote:
>
> > holy cr*p!
>
> > well, i guess it's a possibility with the work greg is doing with  
> > dynamic mesh tesselation on a nurb surface. but this kind of  
> > geometry-modding on the fly will always be something fairly  
> > intensive in flash - and something that can only be used sparingly!
>
> > Rob
>
> > On Mon, Aug 3, 2009 at 1:44 PM, bgr <[email protected]> wrote:
>
> > Hey Rob,
> > I've created a video that demonstrates it better than I could explain
> > with words :)
> >http://www.youtube.com/watch?v=w1iDPKgMmcU
>
> > On Aug 3, 1:20 pm, Rob Bateman <[email protected]> wrote:
> > > Hey bgr
>
> > > not knowing what smoothing groups are, my guess would be no ;) can  
> > you
> > > explain a little about them? if they're a useful feature then we  
> > can always
> > > add then in
>
> > > cheers
>
> > > Rob
>
> > > On Thu, Jul 30, 2009 at 2:58 AM, bgr <[email protected]> wrote:
>
> > > > Does setting smoothing groups in editable poly have any effect on
> > > > appearance in away3d (with phong for example) ? Is that  
> > information
> > > > even included in exported file ?
>
> > > --
> > > Rob Bateman
> > > Flash Development & Consultancy
>
> > > [email protected]
>
> > --
> > Rob Bateman
> > Flash Development & Consultancy
>
> > [email protected]
> >www.infiniteturtles.co.uk
> >www.away3d.com

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