After more fiddling, I've figured it out.   When you have a
ShadingColorMaterial next to a WhiteShadingBitmapMaterial, and you
want them to shade "the same", you have to do some experiments, but
I've found that:

var material02:ShadingColorMaterial = new ShadingColorMaterial(hex
(65,68,195), {specular:0, shininess:0});
var material03:WhiteShadingBitmapMaterial = new
WhiteShadingBitmapMaterial((new RedFabric().bitmapData),
{diffuse_brightness:0.01, specular_brightness:0.01, shininess:2990});

Create two materials that lighten and darken about the same when you
turn them in front of a light.  It's a little counterintuitive that I
need to set shininess so high on the WhiteShadingBitmapMaterial; and I
don't like the fact that I have to rotate the model a few times to set
the lighting to "settle".

On Jul 23, 7:32 pm, Kinsman <[email protected]> wrote:
> After looking a bit further into this, I should clarify.
>
> WhiteShadingBitmapMaterial does seem to be ShadingBitmapMaterial, now
> that I've tested my models a bit more.  However, when you shine a
> light straight onto a flat surface, the colors seem get so bright that
> they invert.  Attempts to correct this, for example by using an init
> object of {specular:0, shininess:0}, just causes what I thought was
> the original 'fullbright' effect.
>
> On Jul 23, 7:21 pm, Kinsman <[email protected]> wrote:
>
> > I was looking through the different materials while deciding how best
> > to shade a model in Away3D.
>
> > I noticed that while there was ShadingColorMaterial,
> > PhongColorMaterial, and PhongBitmapMaterial, "ShadingBitmapMaterial"
> > was missing.  There was WhiteShadingBitmapMaterial, but the material
> > seemed to ignore the lights in the scene and just render fullbright.
>
> > Is there something I should do to WhiteShadingBitmapMaterial?  Or is
> > there a material that does what I would expect a ShadingBitmapMaterial
> > to do?
>
> > -Sean Givan

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