Hi Sylvain,

Sorry for the delay, I was at FITC.

1. That's because your vertex normals are interpolated by the
TangentToObjectMapper.
It averages out the normals to approximate a smoothly curved surface, while
in this case it should not. Easily fixed by setting
TangentToObjectMapper.transform(_NormalBitmap.bitmapData,
_Cube, false); (--> last parameter = false)

2. I'm still not sure what you mean with transparency, I can't see it. I do
see seems in the normal map texture which can occur with
TangentToObjectMapper in cases where uv-mapping is not continuous. If you
pre-calculate the normal maps and touch them up in Photoshop or so, it
should be better. You can also pregenerate them in Prefab.

3. Very odd, it looks normal here. Can anyone confirm the issue?

Cheers,
David

On Sun, Feb 21, 2010 at 7:08 PM, Sylvain Godbert
<[email protected]>wrote:

> Hi,
>
> I made the following demo to explore the CubicEnvMapPBMaterial
> material  http://www.sylvaingodbert.net/away3d/ . I have come across
> the following issues :
>
>
> 1 - The way the landscape reflects on the faces of the cube looks
> kinda weird. I think this has to do with the way the object-space
> normal map was mapped onto the cube. I am not sure, though.
>
> 2 - All the objects look a bit transparent, especially when
> envMapAlpha is small. For the cylinder this issue is pretty obvious.
>
> 3 - The skybox is also transparent. If you look at the sky you will
> see the triangles.
>
> Any idea on these 3 problems ?
>
> Note 1 : The material is created in the following way :
>
> var NormalBitmapdata:BitmapData =
> TangentToObjectMapper.transform(_NormalBitmap.bitmapData, _Cube,
> true);
> _CubicEnvMapPBMaterial =  new
> CubicEnvMapPBMaterial( NormalBitmapdata,NormalBitmapdata,_Faces,_Cube,
> {smooth: false,envMapAlpha: _EnvMapAlpha});
> _Cube.material  = _CubicEnvMapPBMaterial;
>
> Note 2:  on all the objects the normal texture is also applied as
> diffuse texture.
>
> Sylvain
>



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