This is not something you could easily do, and is probably best done
with some sprites rather than a light itself. This kind of thing is
normally done in a non-real-time 3D program, or with some technical
trickery in modern game engines.

On Mar 30, 6:24 pm, cwpeter <[email protected]> wrote:
> Hello, I am new to Away3D and I am trying to make a spot light type of
> light on the stage where you can see the light beam as it crosses the
> room (dust/particles in the light path reflecting light type of
> affect) and be able to move/rotate the light so that it hits different
> angles of the stage.
>
> Here is an example of what I would like to 
> create:http://www.youtube.com/watch?v=43G6AT3pL1g&feature=related
>
> I have been playing with PointLight3D, it's radius, x, y, z, and
> rotationY properties to achieve the affect, but i only ever see one or
> two triangles with the color, and never a circular beam like I would
> imagine a PointLight with a particular radius might have. Any help
> would be greatly appreciated. Here is a code snippet of what I have
> been trying:
>
> private function init3d():void {
> ...
> // PointLight Front 1 & 2
> _lightFront = new PointLight3D();
> _lightFront.color = 0x800080;
> //_lightFront.ambient = 0.2;
> //_lightFront.diffuse = 0.75;
> //_lightFront.specular = 0.1;
> _lightFront.x = -(_roomWidth / 8);
> _lightFront.y = _roomHeight * 0.8;
> _lightFront.z = _roomWidth / 4;
> _lightFront.radius = _roomWidth / 100;
> _lightFront.lookAt(new Number3D(0, 0, _roomWidth / 2));
>
> _lightFront2 = new PointLight3D();
> _lightFront2.color = 0x0080FF;
> //_lightFront2.ambient = 0.2;
> //_lightFront2.diffuse = 0.75;
> //_lightFront2.specular = 0.1;
> _lightFront2.x = _roomWidth / 8;
> _lightFront2.y = _roomHeight * 0.8;
> _lightFront2.z = _roomWidth / 4;
> _lightFront2.radius = _roomWidth / 100;
> _lightFront2.lookAt(new Number3D(0, 0, _roomWidth / 4));
> ...
>
> }
>
> ...
>
> private function onEnterFrame(e:Event):void {
> ...
>
> _lightFront.rotationY += 5;
> _lightFront2.rotationY += 5;
>
> ...
>
>
>
> }

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