I found out in another thread that Dot3 materials don't support
PointLight3D, so it looks like the DirectionalLight3D is my only
option.

On Jun 7, 3:14 am, JoshAtRehab <[email protected]> wrote:
> Hey Guys,
>
> I have a HoverCamera orbiting around a sphere and want to get my
> DirectionalLight3D to follow the same path and cast it's light
> directly onto the center of my sphere.
>
> I've made my DirectionalLight3D orbit the sphere on a slightly
> shallower orbit and can see the position of the light within the scene
> as I've set the debug to true, and it is following the camera's orbit
> perfectly. However it doesn't cast it's light directly onto the center
> of my sphere. I've tried using lookAt and playing around with the
> lights rotation but can't seem to make any progress.
>
> A Dot3BitmapMaterial with a Normal map is the material I'm using and I
> think this might be where the issue lies, because if I use a
> PhongColorMaterial and the same code the light seems to be cast in
> exactly the way I want it to be.
>
> I've also tried swapping out the DirectionalLight3D for a PointLight3D
> but I can't get this to work at all with the Dot3BitmapMaterial I'm
> using.
>
> If anyone has any bright ideas I'd really appreciate your help

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