Question, how can I get the cone to render the alpha property correctly? I tried using a cone, but when I lower the alpha property, I don't see any change in opacity of the cone. I have tried PhongColorMaterial, ColorMaterial, and ShadingColorMaterial, but all have same issue.
Any help would be greatly appreciated. And, sorry for what seems like such a noob question. :-) On Mar 30, 9:42 pm, cwpeter <[email protected]> wrote: > Thanks! I'll try theconeidea; didn't think of that. :) > > On Mar 30, 6:12 am, savagelook <[email protected]> wrote: > > > It might be best to just try and create acone(or whatever shape you > > want your light to be) and play with transparency gradient materials > > in a modeling program to get the desired effect. > > > On Mar 30, 8:13 am, tarwin <[email protected]> wrote: > > > > 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; > > > > > ... > > > > > }
