Broomstick Normals Implemetation

Software: Away3D 4.x

Avatar
theMightyAtom, Sr. Member
Posted: 12 July 2011 08:56 AM   Total Posts: 669

Hi Team,

Can someone please clarify the way normal maps are handled in Broomstick?

To find out which colour channel is used for which axis, I did a very simple experiment, but with rather unexpected results.
http://www.videometry.net/broomstick/normals/NormalsEx.html
The normal map used, show in the top left corner, is created in Prefab from a sphere.

Digging into the Broomstick examples I found the LightingTest used normal maps, but they are of a type relative to the face, rather than the world coordinates. Applying the world coordinate normal map from the head example produces the same effect as in my example.
http://www.videometry.net/broomstick/normals/NormHead.html
(using http://www.videometry.net/broomstick/normals/Infinite-Level_02_World_NoSmoothUV.jpg as apposed to http://www.videometry.net/broomstick/normals/Infinite-Level_02_Tangent_NoSmoothUV.jpg )

Is there a way to switch between using world coordinates and face coordinates?

Any help about the normals implementation in Broomstick very much appreciated smile

Cheers,

Pete

   

Avatar
theMightyAtom, Sr. Member
Posted: 18 July 2011 06:26 PM   Total Posts: 669   [ # 1 ]

Any word from the devs on the Normal map implementation in Away3d 4.0?
Currently it seems to be a NormalBump map instead, i.e. relative to the face, rather than the world coordinates.

In other words, no longer able to do this…

http://away3d.com/comments/away3d-normal-mapped-bust

Having both would be so very beautiful

   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X