It is DiffusePBMaterial and PhongPBMaterial if I remember well.
My object is a stupid cube that I generated from Blender and exported
from Prefab.
I don't have the source code right now, but I can send you a zip so
that you can reproduce the problem tonight or tomorrow morning.
Sylvain

On 19 fév, 14:23, David Lenaerts <[email protected]> wrote:
> 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

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