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

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