Tks David, It seems that this is not only a problem of the mapping being upside- down. It seems that colors were used regardless of the axis (e.g. the face on top of the cube in the demo is lighted when the light is directed to the rear face.). check "http://www.sylvaingodbert.net/ away3d" I can still use photoshop to re-position my texture based on the result I get, but I am wondering where there issue comes from. Does that mean that either the uv coordinates are wrong or that it got changed somewhere in the process of importing my object + texture into my project ? Or maybe, Blender calculated the colors in the wrong way ?
Sylvain On 10 fév, 09:37, David Lenaerts <[email protected]> wrote: > Hi Sylvain, > > There doesn't seem to be a real standard with normal maps and the direction > of the axes (for instance, 0x00ff00 green could either be up or down). A > quick way to check is to set the light in the same position as the object, > and then try with light.x += 5000 (or so) and see if it matches. Repeat for > y and z. You can use Photoshop to invert colour channels (red = x, green = > y, blue = z). > > Hth, > David > > On Wed, Feb 10, 2010 at 12:03 AM, Sylvain Godbert <[email protected] > > > > > wrote: > > 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 > > --http://www.derschmale.com
