Cube with prop map6 true, has unique mapping... Fabrice
On Feb 19, 2010, at 11:51 AM, David Lenaerts wrote: > Yes, that's correct. In the same way the Dot3 materials only support > DirectionalLight3D, the single pass Pixel Bender filters only support point > and ambient lights. This is simply for the reason that the Dot3 shaders would > be far more efficient (directional light doesn't necessarily need to perform > calculations on every single pixel independently). Multipass does support > them because in of several light sources could just be a directional (as in > the moonlight of lantern demo: > http://www.derschmale.com/demo/away3d/multipassLantern/). > The TangentToObjectMapper is responsible for that, but it still requires your > textures to be uniquely mapped. Primitives such as Cube are not since every > face reuses the same area in the texture, but the Sphere primitive is. > > On Fri, Feb 19, 2010 at 11:45 AM, Sylvain Godbert <[email protected]> > wrote: > 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 > > > > -- > http://www.derschmale.com
