[Papervision3D] PhongMaterial - only ambient and specular shading? No diffuse?
Danny
danny.mcgillick at gmail.com
Thu Apr 16 22:24:03 PDT 2009
Alternately, is there a way I can use two PhongMaterials in a composite
material? It would mean I'd need one of the materials to run from specular
hilight to transparency.
Probably be slow as all get-out too.
On Fri, Apr 17, 2009 at 2:31 PM, Danny <danny.mcgillick at gmail.com> wrote:
> Hallo folks. I was using a PhongShader on an object, and found I was able
> to get say a nice yellow base colour that took a white specular from the
> light, and ran through a coloured diffuse shade down to my ambient colour. I
> was using a flat yellow movie clip as the Material for the PhongShader.
> Unfortunately they're incredibly heavy on processing.
> I switched to PhongMaterial which leaves me with a nice frame rate, however
> I find that on any area of my model not covered by specular higlight, I have
> the flat ambient colour. It's as though theirs no diffuse shading, or the
> specular is actually diffuse and there's no specular.
>
> Basically I want to achieve a convincing yellow surface with a range of
> yellow diffuse shading on it plus a shiney white hilight. With this Material
> I've only been able to get a flat yellow car with a white specular, or a
> nicely shaded yellow car that has no white specular, which leaves it looking
> a bit like yellow aluminium with no coating.
>
> Does anyone know how I can achieve my goals with the PhongMaterial?
>
> My code:
>
> light = new PointLight3D(true);
>
> _carMat = new PhongMaterial(light, 0xFFFFFF, 0x212424, 10);
>
> carDAE.replaceMaterialByName(_carMat,"BodyPaint");
>
>
> Thanks,
> Danny.
>
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Among the things Billy Pilgrim could not change were the past, the present,
and the future.
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