> 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.

um, that doesn't sound right at all! ;)

a normal map encode the normal to the face at each texel of the surface
texture, hence its name. When using the Dot3BitmapMaterialF10, this
information is used to generate a lightmap in realtime which is used to
multiply the texels of the texture map and create a lighting effect

mikerz, its hard to know what is going wrong in your case without seeing the
map in question. In fact, any kind of demo would help - would that be
possible?

cheers

Rob



On Sat, Oct 2, 2010 at 3:42 PM, mikerz <[email protected]> wrote:

> 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
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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