I actually wasn't trying to make anything look shiny.  What I wanted
to do was make sure that textured objects and flat-coloured objects
could sit next to each other and look like they had an identical
finish - a plain, matte one.

I was fiddling with the "shininess" property at first because I was
confused by something the engine did.  Apparently a
WhiteShadingBitmapMaterial contains a lot of sub-maps of varying light
levels, and in the first few frames of rendering a Scene, it fills out
those sub-maps - but until it does, the surface can look inaccurate;
either too bright or too dark.

On Jul 23, 9:33 pm, Peter Kapelyan <[email protected]> wrote:
> Did it matter how far away the light was? For instance you need to use more
> shininess (is that even a word) if the light is farther away?
>
> -Pete
>
>
>
> On Thu, Jul 23, 2009 at 7:39 PM, Kinsman <[email protected]> wrote:
>
> > You know what?   Just ignore me.  I thought I had a question or a
> > problem or something, but I think I'm just muttering to myself and
> > posting it to a thread.  Don't mind me.
>
> > On Jul 23, 7:54 pm, Kinsman <[email protected]> wrote:
> > > 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
>
> --
> ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM

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