A cone will be heavier than cheating with a plane and a transparent
png or vector graphic, depends on what your doing? I can see a cone
is more flexible but also I would antisipate in some situations
overkill, although if your swaping out bitmaps as you move the plane
around then a cone would be cheaper. But if you just use a
bitmapmaterial (with transparency) with your cone then you can get the
transparency but your rendering all thoughs faces in 3d and there will
be intersections.... try just using a plane or even just a triangle!
On 31 Mar 2010, at 14:14, savagelook wrote:
I'm a bit of a noob myself, so don't take my word as gospel. Maybe
some of the gurus will chime in. Til they do...
Are you changing the alpha of the cone? If so, that's not what I
meant. I meant for you to create the cone and a material for it in
another program like blender or 3ds max. In these programs you can
create a material (that will have your transparency/color/other
settings) for the cone object that will be imported into away3d when
you load it with Loader3D. I know this works for 3ds format, and I'm
sure it works with others. The long and short is that I would change
properties of the material of the cone, not the cone itself.
Chances are someone smarter than me can tell you how to do this using
just an away3d cone and some away3d material. In any case, maybe that
person can be you and you can apply the same logic in the above
paragraph to your situation. Good luck!
On Mar 31, 4:51 am, cwpeter <[email protected]> wrote:
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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