tried out this method, unfortunately nothing changed... Also, I've tried this with just a regular sphere (it has the same lighting effect).
On Oct 11, 9:17 am, Rob Bateman <[email protected]> wrote: > 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]
