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?