About your first question:

Sounds like it's a problem with your normal map. If you try a normal map
from the examples (breasts etc), does it act the same?

Also the shading won't change, unless the light is moved, and depending how
you may have set up your normal map render, it may appear flat in areas.

-Pete

On Fri, Dec 4, 2009 at 12:11 PM, MarkC <[email protected]> wrote:

> Noob alert!
>
> I have a simple scene with a sphere and directional light.
>
> I currently have the sphere material set to a Phong bitmap and it
> shades fine.
>
> I wanted to apply a normal map so switched to using Dot3 material on
> the sphere, the sphere still displays OK, and the normal map is
> applied but the directional light is no longer visible, it is
> uniformly illuminated. Looking at the code samples/tutorials out there
> this should work, any ideas what I may be doing wrong?
>
> Additional bonus question:
> I want to render a sphere as accurately as possible, one approach I
> thought of... is it feasible to created two spheres one with a high
> polygon count, one with low and create a normal map to apply the
> difference between the two? I'd then have to combine that generated
> normal map with my required surface texture in some way. Are there any
> tools for doing this kind of thing?
>
> Many thanks
> Mark
>



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