I'm not sure about how to create/use normal maps
you can do this the easy way now...
www.closier.nl/prefab

Fabrice

On Oct 2, 2009, at 12:50 PM, webattitude wrote:


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

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Rob Bateman
Flash Development & Consultancy

[email protected]

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