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;
>
> > > > ...
>
> > > > }

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