1/ no face shares one pixel of the map with another face imagine you would render a cube where each side represent the full map. The renderer would render each side of the cube compairing the light but in the end, only the last side would be repeated all over the cube because it would overwrite the map each time. thats why in case of a cube you have an option map6 where each side is 1/6 of the map. then when you render, each side can have its own light information.
2/ look at the options just above the render button, down on the interface. Set it on fast render 2, it should give you the fx you want (according to your example) of course you need to place one or more light in the scene for this. 3/ there are no directional lights in prefab (except in preview normalgenerator but you cannot set it). In your case prebaking in Prefab will be enough, no need for lights into your away project. There is no code to show. The only thing require is either import the awd or as3 file into your project. The light information will already be into the maps the Prefab will output for you. Fabrice On Jan 9, 2011, at 4:51 PM, Andrea Silvestri wrote: > Thank you for replying. > > 1/ what does "unically mapped" mean? > 2/ I have never set such thing so I suppose I'm not > 3/ I have a directional light which illuminates all the scene > > could you please post me a code example and let me see the light settings, > and the material settings for my models to make them cast and receive shadows? > Thank you! > > Il 07/01/2011 15:25, Fabrice3D ha scritto: >> I notice in your snapshot that you have no shading at all, this possibly >> means 3 things: >> >> 1/ your model is not unically mapped >> 2/ you do not render in raytrace mode >> 3/ no face is found to be in range of a light, and the default ambient scene >> value is applied. >> >> ownshadows >> you can in case of single mesh get inner shadows in Prefab by openning the >> preferences panel and set ownshadow to true. >> however the result depends highly on the way the mapping is done. Mostly the >> code renders ok, if the surface of a face is smaller or equal to the area it >> represent >> on a map. if the map is applied bigger, the bigger its applied, the less it >> will look nice. To be honest, its totally unfriendly, and if you do not know >> exactly how it works >> it will not look nice. Not to mention, that like any prerendered map, the >> mesh need to be uniqualy mapped. >> >> In your case even fast render 2 should after few tweaks of the lights >> settings render a nice volume. >> >> extra tip: do you know you can reapply your rendered maps as render a second >> pass with other renderer? >> or share the same rendered map with other meshes? >> Play bits with the btns in previews of the maps... >> >> Fabrice >> >> >> >> >> On Jan 7, 2011, at 3:03 PM, Andrea Silvestri wrote: >> >>> I've found the problem: apparently dae files wants just UVW mapped >>> materials. >>> So I've fixed and got this result: >>> http://dl.dropbox.com/u/4064417/buildingNoShadow.jpg >>> >>> Now, to make it look more realistic I would like to add shadows to be >>> casted in the grooves. >>> As you see, the light in prefab is on and there is no casted shadow. >>> How do I add them (in away3D as3 I mean)? >>> >>> Il 05/01/2011 20:41, Kris Meister ha scritto: >>>> That looks like AS2, i didn't even know there was an AS2 version of >>>> away3d. >>>> >>>> Anyway try the prefab tool. >>>> http://www.closier.nl/prefab/ >>>> >>>> I've had much luck optimizing in that and then exporting a new DAE. >>>> Though it also supports exporting as an AS3 class, which I've found >>>> very helpful to understand the inner workings of complex models. >>>> >>>> >>>> On Jan 4, 3:19 pm, Miroku<[email protected]> wrote: >>>>> Hi everyone I've got this collada file:http://pastebin.com/hRaUST29 >>>>> >>>>> exported from a 3D studio max model which is the lowest in this >>>>> image:http://dl.dropbox.com/u/4064417/building.jpg >>>>> >>>>> which I load with this code:http://pastebin.com/2Wbrq73X >>>>> >>>>> and I get this render:http://dl.dropbox.com/u/4064417/colladaLoad.jpg >>>>> >>>>> why can I see just the door and not the red walls nor the windows >>>>> without getting texture url errors?
