Thanks for explanation, Rob. The texture is quite simple : black color with no bitmap, no bump ; the only effect to be rendered is specular. So can the normal map be a single colored bitmap ?
I'm not sure about how to create/use normal maps : from a blender tutorial the created normal map seems to be function of camera orientation when high res object is rendered, but how to get a normal map to be applied to a real 3d object which will be viewed from everywhere around, ie not applied to a simple plane ? Please have a look at : http://www.web-attitude.fr/flash/webattitude.html (move the sheet if 3d object is not visible), collada doesnt load with x86_64 linux flashplayer, so please use 32bit plugin or standalone if you're using linux. have a good day, thomas On 12 sep, 00:54, Rob Bateman <[email protected]> wrote: > phongmaterial is slow when using an object made out of many meshes and > triangles, because of the extra work being done by the material layering > necessary to create the phong effect > > in contrast, the dot3bitmapmaterial in 3.3 uses no layers, so should be a > lot faster by comparison. but this requires a normalmap which is an encoding > of the surfaces normals of the object in a separate bitmap image. this is > combined with the texture map to produce the lighting seen in the mustang > demo. > > explaining normal maps is probably not something easily done in a single > mail, but any 3d game designer worth his salt should be able to produce them > using modeling software. you could also check out our NormalMapGenerator > class in materials.utils, that can create a normalmap image from existing > geometry and a heightmap texture > > hth! > > Rob > > > > On Tue, Sep 1, 2009 at 10:43 PM, webattitude <[email protected]> wrote: > > > Arent there so much hight fps examples with reflections, speculars or > > so... ? > > The rendered object I use is yet simple and small in animation (a > > hundred pixels wide). > > BTW, what is the dot3bitmapmaterial used in mustang demo (http:// > > >www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/A... > > ) > > ? angles are smooth there... > > > --- > > thomas > > > On 28 août, 16:32, Peter Kapelyan <[email protected]> wrote: > > > The fps you are getting sound "about" right with dynamic shading. Did you > > > try the Cache materials? It's the same material just "Cache" at the end, > > it > > > only renders once, so all the power is given back to the engine to render > > > your 3,000+ faces without lights. > > > > -Pete > > > > On Fri, Aug 28, 2009 at 9:12 AM, webattitude <[email protected]> > > wrote: > > > > > Furthermore the file is zipped and embedded in swf. > > > > Also, the standalone flashplayers work fine but not iceweasel x86_64 > > > > plugin which is stucked at parsing. > > > > > --- > > > > thomas > > > > > On 28 août, 14:21, webattitude <[email protected]> wrote: > > > > > Hi, > > > > > > I've created and bones-animated a 3d object with blender (3080 T > > > > > elements from a3d stats). I'm using a3d 3.3 and I've imported the > > > > > collada file into a simple app. Then I've added a phong material. I > > > > > use an enterframe handler to animate the object : "animation.update > > > > > (timestamp/1000);". > > > > > The animation runs at 4fps max with a debug swf or 8fps with release > > > > > build. > > > > > With a shadingColorMaterial fps goes up to 6fps and 14fps. > > > > > Are such low fps expectable ? If so why ? flashplayers I use are > > linux > > > > > versions. > > > > > > --- > > > > > thomas > > > > -- > > > ___________________ > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > HTTP://AWAY3D.COM > > -- > Rob Bateman > Flash Development & Consultancy > > [email protected]
