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BitmapMaterial + PhongShader + DAE. Why black lines on the material?Greetings to all!
I connected dae model and imposed on it with the material shaders. At picture shows that on the material of black lines on some facets of the model. Please tell me how to remove them? I'm using the latest version Greatwhite Sorry for the bad English. ![]() Source .fla, .as, .dae, .swf — doggy_shader.zip (176 Kb) Part of source: //Materials var mp:MaterialsList = new MaterialsList(); var bp:BitmapAssetMaterial = new BitmapAssetMaterial("doggy_skin"); var sh = new PhongShader(light, 0xFFFFFF, 0x333333, 20); var shbp:ShadedMaterial = new ShadedMaterial(bp, sh); mp.addMaterial(shbp, "all"); //Model dae = new DAE(); dae.load("doggy.dae",mp); dae.moveDown(100); dae.scale = 150; dae.yaw = 180; default_scene.addChild(dae); |
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?Without seeing your texturemap and can't say it for sure, but i guess these black lines, are just the seems of your uvw map.
have a look at your uvw-layout in Maya, and try moving your seems away from the seems of your texture, were the black background and the yellowish skin meet. Or just change the black background of your texture to the same yellow like you used for the overall color. That should fix your problem :D |
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?Thank you very much Seebaer. I'll try to do as you have said. Apparently the problem arose because of what I am doing model in Cinema4D, then exported to .fbx, and then imported into Maya :)
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?No really, i think these lines are just the seams, i looked at your model, and the uvw seams are exactly at those lines.
So painting the black background in the color of your puppy coat should really help. |
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?Hi,
have a look at the Casting Shadow example http://blog.zupko.info/ i think andys aproach to avoid seams is to load the dae twice. The first dae uses a "normal" BitmapMaterial and the second a GouraudMaterial. If you define different BlendModes (normal and multiply) your example looks like a shadedMaterial with a gouraudShader but without the annoying seams. Christoph
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?hmm...very interesting technique... :)
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?Thank you for helping!
This is indeed UVW seams, but ... I try setting the stage Maya, cameras, materials, plug exports COLLADA for Maya - all useless. Then I connected model which has taken a lesson from this - http://papervision2.com/loading-complex-models/, she made in Blender, the result is visible in the picture. But that's not all, at a forum (http://www.nabble.com/Problems-applying-MovieMaterial-%2B-Shader-combos-to-.dae-td14461186.html#a14484724) I found this result shaders - http://nordostgold.com/pv3d/. And there is a problem. I am puzzled :( :( ![]()
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?Hi, Christoph!
Big thanks for the idea! I will try!
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?i am experiencing similar problem with my resources
is this problem solved? does 'loading twice' solution worked? or anything else i can try? every cast of my dreams are having seams on their body, it's a nightmare
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?Yes happened, thanks zOrder, the line disappeared. But a big load on the CPU. ![]() This clearly bug GreatWhite. ![]() I abandoned that idea, simply draw a conditional shadows on objects. If you have better results, please write here! Thank you! Good luck!
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Re: BitmapMaterial + PhongShader + DAE. Why black lines on the material?yeah i experinced the same load on my CPU.
Tim told me that skinned or animated DAEs are not properly working as you can read in this post: http://www.nabble.com/DAE-ShadedMaterial-update-issue-td18483570.html#a18527428 Another idea to lower the CPU load would be to use more render passes. - In your enterFrame handler you first render your scene - grab the bitmapdata of your current model texture - apply a GouraudMaterial to your model - render the scene again - grab the new bitmapdata of you model and draw it to the first bitmapdata with blendmode.multiply - use this merged texture on you model - and finally render the scene to display the model with your texture+shader. the first and second call to render the scene are simply there to update the material of the model, so this can probably be done in a more elegant way. let me now if this works ![]()
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