Hi,

Thanks again
You are spot on. Indeed I was using a linear normal map. I will give
it a go with an object space map.

Sylvain

On 8 fév, 00:00, David Lenaerts <[email protected]> wrote:
> 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

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