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.
