Hi again! Looks to me you're using a tangent space normal map rather than an object space one, which is required for these pb shaders. Using tangent space maps will make the shader think all faces are in the same direction :-)
Cheers! David On Sun, Feb 7, 2010 at 10:05 PM, Sylvain Godbert <[email protected]>wrote: > Hi David, > > Tks for your reply. > > I forgot to mention that the whole cube gets black (including the back > face where the light is directed to). > I put the demo online so that you undertand what I am on about (http:// > www.sylvaingodbert.net/away3d/). > > Cheers > > Sylvain > > On 7 fév, 20:30, David Lenaerts <[email protected]> wrote: > > Hi Sylvain, > > > > Makes perfect sense to me for a point light that's placed behind the cube > to > > cause completely dark sides (since they're pointed away from the light, > > there's no way a ray starting from the light's position could reach that > > side of the faces). What you could do is to try and add an ambient light > to > > the scene in addition to the point light, and see if that helps. > > > > Cheers, > > David > > > > On Sun, Feb 7, 2010 at 1:36 PM, Sylvain Godbert > > <[email protected]>wrote: > > > > > > > > > Hi all, > > > > > I made a little demo using "PhongPBMaterial". I have a simple cube > > > that has a diffuse texture and a normal map texture. I made a > > > PointLight3D light orbiting around this cube. > > > > > The weird thing is that when the light goes behind the cube, the > > > entire cube gets no light at all (the cube becomes pitch black and > > > therefore disappears) > > > > > The code to instanciate my cube and the material is the following : > > > > > var normalMap = new _Texture_bois_nmp().bitmapData; > > > var diffuseMap = new _Texture_bois().bitmapData; > > > _phongShaderMaterial = new > > > PhongPBMaterial( diffuseMap,normalMap,_Cube,null,{specular: 0.5,gloss: > > > 20,smooth : true}); > > > > > _Cube = new Cube(); > > > _Cube.width = 150; > > > _Cube.height = 80; > > > _Cube.depth = 80; > > > _Cube.material = _phongShaderMaterial; > > > _View.scene.addChild(_Cube); > > > > > The declaration of the light is done like this : > > > > > _pointLight = new PointLight3D({color: 0xffeedd}); > > > _View.scene.addChild(_pointLight); > > > _pointLight.brightness = 0.8; > > > _pointLight.specular = 0.5; > > > _pointLight.radius = 56000; > > > _pointLight.fallOff = 60000; > > > _pointLight.x=-150; > > > _pointLight.z = -200; > > > > > Am I missing a parameter somewhere that I should set? Like : > > > "cube.getsLightWhenLightIsBehind=true" :) ? > > > > > Sylvain > > > > --http://www.derschmale.com > -- http://www.derschmale.com
