THESIS + no shadows in scene + weird pixels on edges of objects

Software: Away3D 4.x

dnblover91, Newbie
Posted: 23 December 2014 06:38 PM   Total Posts: 2

Hi guys, i’m new here.
I’m working on my thesis, i decided to make an interactive presentation of a 3d model, which uses web technologies (i choose Flash + away3d).

In my project i can change the car and rims color.
And also there is a possibility of opening a trunk.

Everything works fine, but i have a BIG problem with shadows and strange mesh behaviour.

First of all i have problems with shadows.
Below i paste my light settings and materials.

import away3d.materials.methods.FresnelEnvMapMethod;
 
import away3d.materials.methods.FogMethod;
 
import away3d.materials.methods.FilteredShadowMapMethod

//....


  
private function initLights() : void
  {
   sunLight 
= new DirectionalLight();
   
sunLight.position = new Vector3D(111);
   
sunLight.direction = new Vector3D(-1,-.5,-1);
   
sunLight.color 0xEEEEBB;
   
sunLight.castsShadows false;
   
sunLight.ambient 0.8;
   
sunLight.diffuse 1;
   
sunLight.specular 1;
   
scene.addChild(sunLight);
   
   
/*
   skyLight = new PointLight();
   skyLight.y = 100;
   skyLight.color = 0xFFFFFF;
   skyLight.diffuse = 1;
   skyLight.specular = 0.5;
   skyLight.radius = 100;
   skyLight.fallOff = 100;
   scene.addChild(skyLight);*/
   
   
sceneLightPicker = new StaticLightPicker([sunLight]);
   

   
filteredShadowMapMethod = new FilteredShadowMapMethod(sunLight);
   
filteredShadowMapMethod.epsilon 0.0;
   
fogMethod = new FogMethod(030000x5f5e6e);
   
      
   
fresnel = new FresnelEnvMapMethod(cubeTexture1);
   
fresnel.fresnelPower 100;
   
fresnel.normalReflectance 0.6;
   
   
fresnel2 = new FresnelEnvMapMethod(cubeTexture1);
   
fresnel2.fresnelPower 60;
   
fresnel2.normalReflectance 0.3;
   
  
}




// ...


private function initMaterials() : void
  {
   
   buildingMaterial 
= new TextureMaterial(Cast.bitmapTexture(buildingTexture));
   
buildingMaterial.shadowMethod filteredShadowMapMethod;
   
   
   
signsMaterial = new TextureMaterial(Cast.bitmapTexture(signTexture));
   
signsMaterial.shadowMethod filteredShadowMapMethod;
   
   
rimsMaterial = new ColorMaterial(0x666666);
   
rimsMaterial.shadowMethod filteredShadowMapMethod;
   
   
   
bodyMaterial = new ColorMaterial(0xFF0000);
   
bodyMaterial.repeat true;
   
bodyMaterial.shadowMethod filteredShadowMapMethod;
   
   
tyresMaterial = new ColorMaterial(0X111111);
   
tyresMaterial.repeat true;
   
tyresMaterial.shadowMethod filteredShadowMapMethod;
   
   
   
blackElementsMaterial = new ColorMaterial(0x333333);
   
blackElementsMaterial.shadowMethod filteredShadowMapMethod;
   
   
   
chromeElementsMaterial = new ColorMaterial(0xDDDDDD);
   
chromeElementsMaterial.shadowMethod filteredShadowMapMethod;
   
chromeElementsMaterial.specular 0.8;
   
   
   
headlightsMaterial = new ColorMaterial (0xCCCCCC);
   
headlightsMaterial.alpha 0.7;
   
headlightsMaterial.specular 0.8;
   
   
headlightsGlassMaterial = new ColorMaterial (0xFFFFFF);
   
headlightsGlassMaterial.alpha 0.3;
   
   
glassMaterial = new ColorMaterial(0x000000);
   
   
backlightsGlassMaterial = new ColorMaterial (0xEA0000);
   
backlightsGlassMaterial.alpha 0.7;
   
backlightsGlassMaterial.specular 80;
   
   
shadesMaterial = new ColorMaterial(0x020202);
   
   
   
bodyMaterial.lightPicker sceneLightPicker;
   
rimsMaterial.lightPicker sceneLightPicker;
   
glassMaterial.lightPicker sceneLightPicker;
   
blackElementsMaterial.lightPicker sceneLightPicker;
   
chromeElementsMaterial.lightPicker sceneLightPicker;
   
headlightsGlassMaterial.lightPicker sceneLightPicker;
   
backlightsGlassMaterial.lightPicker sceneLightPicker;
   
signsMaterial.lightPicker sceneLightPicker;
   
tyresMaterial.lightPicker sceneLightPicker;
   
shadesMaterial.lightPicker sceneLightPicker;
   
buildingMaterial.lightPicker sceneLightPicker;
   
  

 

second thing is this weird pixels on the edges of mesh
I suppose it’s because meshes on which it appears were loaded to awayBuilder
body as 2 submeshes ( but in 3ds max its only one mesh with skin modifier and bones to animate the trunk)

tyres also one mesh, (but in away builder it appears as 7 or sometimes even 20 submeshes!!)

I don’t know why that happnens.

because it’‘s many submeshes i had to do something like :

for(var i:int 0i<body.subMeshes.lengthi++)
   
{
    body
.subMeshes[i].material bodyMaterial;
    
   
}
   
   
   
for(var j:int 0j<tyres.subMeshes.lengthj++)
   
{
    tyres
.subMeshes[j].material tyresMaterial;
    
   


to add the color to this meshes.


I hope someone can help me.

i attach a zip file with screenshots of my problems

 

 

File Attachments
images.rar  (File Size: 88KB - Downloads: 0)
   
   

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