Thanks for the interest;

Here's the normal map: 
http://mikerz.com/planetExample/src/com/radical/planet/model/images/sphere_0_nm.jpg
and an example of the rotating sphere: http://mikerz.com/planetExample/

So, I think it should be pretty clear given the first post, is there
something else that would help?

On Oct 5, 4:51 am, Fabrice3D <[email protected]> wrote:
> 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

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