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
>



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