hey mikerz

just an idea, but have you checked that the faces are facing out rather than
in? Its a common illusion for us to see spherical objects as bulging outward
when they are actually bulging inward, and could explain the problem. in
prefab, there is an option to 'invert faces' - maybe you could try doing
that before creating the normal map and exporting...

Rob

On Mon, Oct 11, 2010 at 2:32 AM, mikerz <[email protected]> wrote:

> bump?
>
> Any ideas on the math to correct this issue?
>
> On Oct 5, 4:18 pm, mikerz <[email protected]> wrote:
> > Thanks for the interest;
> >
> > Here's the normal map:
> http://mikerz.com/planetExample/src/com/radical/planet/model/images/s...
> > and an example of the rotating sphere:http://mikerz.com/planetExample/
> >
> > So, I think it should be pretty clear given the first post, is there
> > something else that would help?
> >
> > On Oct 5, 4:51 am, Fabrice3D <[email protected]> wrote:
> >
> >
> >
> > > I've noticed as well some weirdness for specular in 3.5.4.
> > > haven't tried 3.6 dot3 yet.
> >
> > > Fabrice
> >
> > > On Oct 5, 2010, at 12:41 AM, Rob Bateman wrote:
> >
> > > > > When you create a normal map, you are basically baking in the light
> and
> > > > > shadows from a certain direction. So when you light up the dark
> side of a
> > > > > normal map, it will still be dark.
> >
> > > > um, that doesn't sound right at all! ;)
> >
> > > > a normal map encode the normal to the face at each texel of the
> surface texture, hence its name. When using the Dot3BitmapMaterialF10, this
> information is used to generate a lightmap in realtime which is used to
> multiply the texels of the texture map and create a lighting effect
> >
> > > > mikerz, its hard to know what is going wrong in your case without
> seeing the map in question. In fact, any kind of demo would help - would
> that be possible?
> >
> > > > cheers
> >
> > > > Rob
> >
> > > > On Sat, Oct 2, 2010 at 3:42 PM, mikerz <[email protected]> wrote:
> > > > Hmm.. to be honest this information is a bit of a surprise to me,
> > > > simply because I've been able to get good lighting on all parts of
> the
> > > > sphere. Using an inverseSceneTransform to move the light around, I
> > > > found a few cases where it would move very quickly, and lap the
> sphere
> > > > as it rotates -- lighting the relevant portion of the sphere
> > > > correctly. Maybe I'm misinterpreting how the normal map is used in
> > > > this case; I'm not sure what workarounds would be effective in this
> > > > situation, but it definitely has to do with the normal map itself?
> >
> > > > On Oct 1, 5:20 pm, Peter Kapelyan <[email protected]> wrote:
> > > > > When you create a normal map, you are basically baking in the light
> and
> > > > > shadows from a certain direction. So when you light up the dark
> side of a
> > > > > normal map, it will still be dark.
> >
> > > > > -Pete
> >
> > > > > On Fri, Oct 1, 2010 at 4:52 PM, mikerz <[email protected]> wrote:
> > > > > > Hi All,
> >
> > > > > > I have a AWD model loaded (a specially UV-mapped sphere), which I
> > > > > > apply a Dot3F10BitmapMaterial to. Looks great, the lighting works
> > > > > > correctly. When I rotate the model, the light moves with it. This
> > > > > > doesn't make sense, given that it's a directionalLight3D which is
> > > > > > added to the scene and not the model.
> >
> > > > > > Still, I tried a few workarounds in trying to map the light to a
> new
> > > > > > position based on the rotating object's transform matrix ... also
> > > > > > tried using sceneTransform, inverseSceneTransform and a wide
> range of
> > > > > > similar techniques. I tried adding an empty Object3D into the
> rotating
> > > > > > object at the light's desired, normalized direction as an
> automatic
> > > > > > way of calculating the new direction.
> >
> > > > > > Nothing has worked in terms of workarounds so far; is there
> something
> > > > > > going on "working as intended" which I'm not realizing?
> >
> > > > > > -Michael
> >
> > > > > > Any help appreciated, thank you
> >
> > > > > --
> > > > > ___________________
> >
> > > > > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > > > > HTTP://AWAY3D.COM
> >
> > > > --
> > > > Rob Bateman
> > > > Flash Development & Consultancy
> >
> > > > [email protected]
> > > >www.infiniteturtles.co.uk
> > > >www.away3d.com
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

Reply via email to