On the model I have to use there are surfaces that are slightly different angle, so I thought I could use this to make them distinguish, as if there's an edge in between. But client required higher level of detail so I turned to normal maps :) I have some questions about this I'll ask in another topic.
On Aug 8, 10:11 pm, Fabrice3D <[email protected]> wrote: > yes, but thats exactly the same. > actually to gnerate the normalmap, you do interpolate the vertex > normals. > In this case you would need like in the editor shown in vid, some > custom code to avoid, combine or average these normals > but you could with some talent reproduce using photoshop like apps. > > But what is bugging more is why you would want to do this... > Bgr, is it because you cannot get smooth surfaces on your model using > away? > > Fabrice > > On Aug 8, 2009, at 11:09 AM, richardolsson wrote: > > > > > 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
