Hi,

Looking good there, I would try using slightly different coloured lights
from right and left sides, possibly a brighter light with a soft blue tone
from the primary direction, with a less bright red or orange from the
opposite side, both facing toward the model from the viewing perspective.
The colour can be fairly subtle, but it means each wall will have a
different tone when lit by the same amount of light.

I think an alternative would be to use a more complex set of lights, with a
primary bright as above, and multiple less bright from the opposite side,
set up so that there is no position you can view from that makes 2 walls the
same brightness.

I think brightness is something like cos(angle)*light_brightness, so your
current setup is giving the two walls the same brightness because the angle
becomes the same when they are 45 degrees off centre.

Don
Have a great day

-----Original Message-----
From: away3d-dev@googlegroups.com [mailto:away3d-dev@googlegroups.com] On
Behalf Of wagster
Sent: Tuesday, 12 April 2011 7:49 AM
To: Away3D.dev
Subject: [away3d] Lighting technique question

I have built my floorplans out of ShadingColorMaterial and lit them
with a DirectionalLight3D - pointing it here:

light.direction = new Vector3D(300, -1000, -300);

If you take a quick look at them here:

http://www.pictureandword.com/test_platforms/floorplan_viewer/

and spin 'em around a bit with the mouse you'll see the problem.

When viewed from two of the opposing corners, walls at right angles
have different shading and can be differentiated from one another.
When viewed from the other two opposing corners, walls at right angles
always take the same shading and therefore you can't see where the
corners are.

I've tried using two DirectionalLight3D's from different angles, but
no amount of playing around will persuade them to do what I want.

What would be the standard approach to lighting a scene like this and
are there any default values to go for?

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