Faces becoming transparent, that sounds like a bug. Do you know which materials are affected, and have an example?
On Fri, Feb 19, 2010 at 2:21 PM, Sylvain Godbert <[email protected]>wrote: > Thanks Fabrice. > > Also, I have noticed that with some materials, it sometimes occurs > that the faces become transparent (it is possible to see the geometry > through the faces ). This happens when the faces are not lighted. I > was wondering how to get rid of that effect. > I am guessing that adding a AmbiantLight could solve that. Am I > right ? Are there any other options ? > > Sylvain > > > > On 19 fév, 12:56, Fabrice3D <[email protected]> wrote: > > 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 > -- http://www.derschmale.com
