hi fabrice,

I see the example. I think that it will help me to solve my problem.
where can I found the source code of the application (http://
www.closier.nl/playground/normalmaps2.html)?

thx

tiago.

On Jan 5, 9:29 am, Tiago Machado <[email protected]> wrote:
> 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).
> > usingNormalMapGeneratoror 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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