tried out this method, unfortunately nothing changed... Also, I've
tried this with just a regular sphere (it has the same lighting
effect).

On Oct 11, 9:17 am, Rob Bateman <[email protected]> wrote:
> hey mikerz
>
> just an idea, but have you checked that the faces are facing out rather than
> in? Its a common illusion for us to see spherical objects as bulging outward
> when they are actually bulging inward, and could explain the problem. in
> prefab, there is an option to 'invert faces' - maybe you could try doing
> that before creating the normal map and exporting...
>
> Rob
>
>
>
> On Mon, Oct 11, 2010 at 2:32 AM, mikerz <[email protected]> wrote:
> > bump?
>
> > Any ideas on the math to correct this issue?
>
> > On Oct 5, 4:18 pm, mikerz <[email protected]> wrote:
> > > Thanks for the interest;
>
> > > Here's the normal map:
> >http://mikerz.com/planetExample/src/com/radical/planet/model/images/s...
> > > 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
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [email protected]

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