Hey Mosd a good way to get familiar with this is to try out some of the shading examples supplied with the engine. Look inside the "examples" folder of the svn, or try downloading the examples zip from away3d.com/downloads. There are several compilable classes that use shading materials, and the code should give you an idea of what properties to use to get the best results
good luck! Rob On Tue, Nov 30, 2010 at 2:15 PM, Mosd <[email protected]> wrote: > Hi all, > I'm a bit stumped. > > So I'm trying to create a 'simple' normal mapped object with some > phong/environment shading on it. > I'm getting really confused with some of the examples out there, > because my model just ends up black, or very dark. > Which light am I supposed to use with which material? > > Here's my work flow: > I create a white bitmapdata object with some black text on it. > I run that through this pixelbender filter which creates a normal map > for me: > http://www.smart-page.net/smartnormal/fl10.htm > > Now I want to map this onto a round object. The text needs to be > bumpmapped onto the object (or in this case normal mapped) so that it > looks like the text is 'carved' out of the object. > > What would be the best material for me, Im looking to achieve an > effect where the objects look like chrome, silver, titanium or gold. > > Hope this makes any sense at all > Cheers > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
