Hi David, Thanks for your answer.
Also, I experienced that "DirectionalLight3D" does not work with "SpecularPBMaterial", "DiffusePBMaterial" and "PhongPBMaterial" materials, but it does with "PhongMultiPassMaterial" material. Could you confirm that this is correct ? I was wondering whether "TangentToObjectMapper.transform" can be used to tranform a tangent-space normal map to an object-space normal map for an Away3D primitive (like a cube for instance). Sylvain On 19 fév, 09:13, David Lenaerts <[email protected]> wrote: > Hi Sylvain, > > Adding an AmbientLight3D is indeed the only way to add ambient light using > any of the PB shaders. The ambient component of PointLight3D is more of a > legacy property. > > Cheers, > David > > On Thu, Feb 18, 2010 at 11:41 PM, Sylvain Godbert <[email protected] > > > > > wrote: > > Hi, > > > I have a mesh that has a DiffusePBMaterial material. On the scene > > there is a light whose type is PointLight3D. > > I would like to add an ambiant light to my scene, but it seems that > > the ambiant component of this light is not taken into account by the > > DiffusePBMaterial material. > > I have seen on some exemples that an ambient light could be done by > > adding a AmbientLight3D light to the scene. > > Is it the only solution ? Is there a way of getting the ambiant > > component of the PointLight3D light working with DiffusePBMaterial ? > > > Cheers > > > Sylvain > > --http://www.derschmale.com
