Hmm.. to be honest this information is a bit of a surprise to me,
simply because I've been able to get good lighting on all parts of the
sphere. Using an inverseSceneTransform to move the light around, I
found a few cases where it would move very quickly, and lap the sphere
as it rotates -- lighting the relevant portion of the sphere
correctly. Maybe I'm misinterpreting how the normal map is used in
this case; I'm not sure what workarounds would be effective in this
situation, but it definitely has to do with the normal map itself?

On Oct 1, 5:20 pm, Peter Kapelyan <[email protected]> wrote:
> When you create a normal map, you are basically baking in the light and
> shadows from a certain direction. So when you light up the dark side of a
> normal map, it will still be dark.
>
> -Pete
>
>
>
>
>
> On Fri, Oct 1, 2010 at 4:52 PM, mikerz <[email protected]> wrote:
> > Hi All,
>
> > I have a AWD model loaded (a specially UV-mapped sphere), which I
> > apply a Dot3F10BitmapMaterial to. Looks great, the lighting works
> > correctly. When I rotate the model, the light moves with it. This
> > doesn't make sense, given that it's a directionalLight3D which is
> > added to the scene and not the model.
>
> > Still, I tried a few workarounds in trying to map the light to a new
> > position based on the rotating object's transform matrix ... also
> > tried using sceneTransform, inverseSceneTransform and a wide range of
> > similar techniques. I tried adding an empty Object3D into the rotating
> > object at the light's desired, normalized direction as an automatic
> > way of calculating the new direction.
>
> > Nothing has worked in terms of workarounds so far; is there something
> > going on "working as intended" which I'm not realizing?
>
> > -Michael
>
> > Any help appreciated, thank you
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM

Reply via email to