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

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