Exporting AWD with more than diffuse texture

Software: Away3D 4.x

NemoStein, Newbie
Posted: 28 February 2013 05:56 PM   Total Posts: 4

When I export my AWD file from 3ds Max, the only texture that comes with the exported file is Diffuse Color.

Is it possible to use Self Illumination, Bump (normal), Specular Level and such in my material and still export this data with AWD?
If not, how do I achieve this?

   

Avatar
80prozent, Sr. Member
Posted: 28 February 2013 06:12 PM   Total Posts: 430   [ # 1 ]

Hi

At this point awd only supports one Texture-path per Material.
I hope this will change in near future.
I think some standarts like bumb normal and specular texture support should be added.

 Signature 

sorry…i hope my actionscript is better than my english…

   

geekay, Jr. Member
Posted: 28 February 2013 08:41 PM   Total Posts: 40   [ # 2 ]

@how do I achieve this?

You make a texture material, and set the diffuse (called ‘texture’ in the code), normal and specular manually.

material = new TextureMaterial();
material.texture Cast.bitmapTexture(Bitmap(ASSET_LeftArmDiffuse));
material.normalMap Cast.bitmapTexture(Bitmap(ASSET_LeftArmNormal));
material.specularMap Cast.bitmapTexture(Bitmap(ASSET_LeftArmSpec)); 

You need to load the png’s (or however you saved the textures) into flash, then point them into the material variable.

Hope that helps!

   

NemoStein, Newbie
Posted: 28 February 2013 08:47 PM   Total Posts: 4   [ # 3 ]

Thank you both, 80prozent and geekay…

I’m having some trouble loading the models.
I’ve tried AssetLibrary and Loader3D, but everything is async and I can’t manage to organize my code in a clean way.

How do you load your models?

[Edit]
Is there any Self Illumination setting?
I can’t find any, not even in Google…

   

geekay, Jr. Member
Posted: 28 February 2013 10:54 PM   Total Posts: 40   [ # 4 ]

[Edit]
Is there any Self Illumination setting?
I can’t find any, not even in Google…

My art guy told me (rather hastily; he is hard at work at the moment), that they do not have Self Illumination at all in Away3d (for technical reasons relating to ambient maps and other maps and technical 3d things I have no knowledge on…).

From a dumb programmers standpoint (hey that’s me!), I can tell you that on the material, if you have no lights in the material, then you can change that materials ambient value. What this will do, is make the object look like it is bright and fully lit (with no shadows whatsoever). I am not sure if that is technically what self illumination is (again being scolded by my artist, I am not sure exactly if it is even close), but perhaps this is what you are looking for?

In short to do this, when making a material, just change the ambient value on it:

var mat:TextureMaterial = new TextureMaterial();
mat.ambient =1;//1 being 100% I think 

Hope that helps

   

geekay, Jr. Member
Posted: 28 February 2013 10:55 PM   Total Posts: 40   [ # 5 ]

@everything is async and I can’t manage to organize my code in a clean way.

Post the code, and I would be happy to see if I can be of help!

   

opamama, Newbie
Posted: 05 April 2013 09:37 AM   Total Posts: 3   [ # 6 ]

We desperately need normal- and specularmapping support in the AWD format…

Does anyone know if it is planned or someone is working on it already?

Best regards,
Philip

   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X