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 =)
