hi fabrice,

i returned to study with away3d now. thanks for your help, i'll will
run your examples and i'll try modified my application.
when i get results, i'll update this post.

thx and happy new year!

tiago.

On Dec 18 2009, 5:39 pm, Fabrice3D <[email protected]> wrote:
> you have lots of zero's in there...
>
> but your first question was about having objects with 2 materials
> so does this means you want to map each sphere with a dark and a  
> bright side?
>
> Personally I would use normalmap+dot3material for this and use Prefab  
> to render map with shadows off for the tracer.
> It can generate the normalmap for you as well, but since its a sphere  
> a single small map can be generated runtime at very low cost (only  
> once for all spheres).
> using NormalMapGenerator or NormalBumpMaker, both in materials.utils
>
> here a year old example using this 
> combohttp://www.closier.nl/playground/normalmaps2.html
>
> if you want highly detailed map, Prefab can also raytrace it for you.
>
> Fabrice
>
> On Dec 18, 2009, at 5:22 PM, Tiago Machado wrote:
>
> > Hi Fabrice,
>
> > This is my code, I create two spheres to simulates the earth and the
> > moon, then I lighting these objects with a PointLight3D, but they are
> > seen with a flat aspect, I would like to have the same effect that I
> > have with the PointLight3D (the side towards to the sun lighting and
> > the other side dark), but with smooth objects.
>
> > I tried used a PhongBitmapMaterial with DirectionalLight3D or
> > AmbientLight3D, although i didn´t reached a good result. In fact, the
> > objects can be seen in a smooth aspect with these lights and
> > materials, but we cannot see the lighting differences between the two
> > objects sides.
>
> > Thanks.
>
> > Tiago.
>
> > package {
> >    import away3d.containers.Scene3D;
> >    import away3d.containers.View3D;
> >    import away3d.core.math.Number3D;
> >    import away3d.lights.AmbientLight3D;
> >    import away3d.lights.PointLight3D;
> >    import away3d.loaders.utils.MaterialLibrary;
> >    import away3d.materials.BitmapMaterial;
> >    import away3d.materials.IMaterial;
> >    import away3d.materials.WhiteShadingBitmapMaterial;
> >    import away3d.materials.utils.SimpleShadow;
> >    import away3d.primitives.Sphere;
>
> >    import flash.display.Bitmap;
> >    import flash.display.Sprite;
> >    import flash.events.Event;
>
> >    [SWF(backgroundcolor = "#000000000")]
> >    public class TesteLuz extends Sprite
> >    {
> >            private var light:PointLight3D;
> >            private var sphere:Sphere;
> >            private var sphere2:Sphere;
> >            private var v:View3D;
>
> >            public function TesteLuz()
> >            {
> >                    v = new View3D();
> >                    v.x = 200;
> >                    v.y = 230;
> >                    this.addChild(v);
> >                    v.scene = new Scene3D();
>
> >                //light
> >                    light = new PointLight3D({x:80, y:0, z:0, brightness:5, 
> > ambient:30,
> > specular:180, diffuse:30});
> >                    v.scene.addChild(light);
> >                    light.visible = true;
>
> >                    //earth sphere & white shadingg bitmap material
> >                    [Embed(source = "assets/earth.jpg")]
> >            var Earth:Class;
>
> >                    var earthBmp:Bitmap = new Earth() as Bitmap;
> >                    var earthMat:WhiteShadingBitmapMaterial = new
> > WhiteShadingBitmapMaterial(earthBmp.bitmapData);
> >                    earthMat.ambient_brightness = 0;
> >                    earthMat.diffuse_brightness = 1.7;
> >                    earthMat.specular_brightness = 0;
>
> >                    sphere = new Sphere({radius:15, material:earthMat});
> >                    v.scene.addChild(sphere);
>
> >                    //moon sphere & white shadingg bitmap material
> >                    [Embed(source = "assets/moon.jpg")]
> >            var Moon:Class;
>
> >                    var moonBmp:Bitmap = new Moon() as Bitmap;
> >                    var moonMat:WhiteShadingBitmapMaterial = new
> > WhiteShadingBitmapMaterial(moonBmp.bitmapData);
> >                    moonMat.ambient_brightness = 0;
> >                    moonMat.diffuse_brightness = 1.7;
> >                    moonMat.specular_brightness = 0;
>
> >                    sphere2 = new Sphere({radius:5, material:moonMat, x:-60 
> > });
> >                    v.scene.addChild(sphere2);
>
> >                    v.render();
> >            }
>
> >    }
> > }
>
> > On Dec 17, 3:52 pm, Fabrice3D <[email protected]> wrote:
> >> Sure I wanna help you but in this case
> >> this is pretty much all you need...
>
> >> Show your code snippet where things go wrong or do not work
> >> then I might be able to help you more.
>
> >> Fabrice
>
> >> On Dec 17, 2009, at 7:22 PM, Tiago Machado wrote:
>
> >>> hi fabrice,
>
> >>> can you send me further details?
>
> >>> thx
>
> >>> tiago.
>
> >>> On Dec 16, 5:48 pm, Fabrice3D <[email protected]> wrote:
> >>>> you need to set the materials at face level.
>
> >>>> Like mesh.faces[index].material = ITriangleMaterial
>
> >>>> Fabrice
>
> >>>> On Dec 16, 2009, at 6:11 PM, Tiago Machado wrote:
>
> >>>>> how can i associate two or more materials with the same object?
>
> >>>>> i want to lighting an object with a pointLight3D and an
> >>>>> ambientLight3D
> >>>>> using whiteShadingMaterial and phongBitmapMaterial.
>
> >>>>> thx.
>
> >>>>> tiago.

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