I've noticed as well some weirdness for specular in 3.5.4. haven't tried 3.6 dot3 yet.
Fabrice On Oct 5, 2010, at 12:41 AM, Rob Bateman 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. > > 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
