Hi, Now it is working.. sort of. Problem now is that the faces that are lighted are not the ones directed to the light.
I made an object-space normal map for my cube. What I did is that : 1 - Made a cube with blender and an objet-space normal map 2 - Saved the geometry (including uv) using the "obj" exporter 3 - Used Prefab to convert my geometry into an as file 4 - Instanciated my objet, loaded the map and created my PhongPBMaterial object It seems that, for some reasons, the orientation of the object does not match with the coordinate of the texture. Any idea how I can fix that ? Sylvain On 8 fév, 10:20, Sylvain Godbert <[email protected]> wrote: > 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
