try to use the central materiallibrary to update them in runtime.

On 10 Dez., 00:42, Andrea Silvestri <[email protected]>
wrote:
> Yes, though I have mastered lights in the scene I think I'll use premade
> textures.
> Now the problem is the cubeMaterial issue... no way to update it in
> runtime =_=
>
> Il 09/12/2010 14:04, le_unam ha scritto:
>
> > of course its still a good method when baking the light into the
> > texture ... you can do this with prefab or with the 3d programm of
> > your choice like c4d or 3dmax.
> > thats the best for your performance, too.
>
> > On 9 Dez., 11:57, Miroku<[email protected]>  wrote:
> >> I used to use a normal BitmapMaterial.
> >> Now I tried adding a standard directionalLight and a
> >> PhongBitmapMaterial to my object but I get just the specular spot and
> >> no darkness areas.
> >> Gonna read Darcey articles right now and give feedback =)
>
> >> On 8 Dic, 15:44, Darcey Lloyd<[email protected]>  wrote:
>
> >>> Some examples with full source of lighting examples:
> >>>http://www.allforthecode.co.uk/aftc/forum/user/modules/forum/article_...
> >>> D
> >>> On 8 December 2010 14:24, le_unam<[email protected]>  wrote:
> >>>> i think for light reaction you need phongbitmapmaterial instead od
> >>>> bitmapmaterial. or do you already use phongbitmapmaterial?
> >>>> On 8 Dez., 15:13, Miroku<[email protected]>  wrote:
> >>>>> Hi everyone, I'm looking for a way to have a zone of my scene
> >>>>> illuminated by a source of light and the rest completely in the dark.
> >>>>> How can I achieve that?
> >>>>> I tried with simply adding the various light classes to the scene but
> >>>>> got no change, I think I miss something =\
> >>>>> The question is: what am I missing?
> >>>>> Hope someone can help =)

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