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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D basics<br />

Set a model's shaderList property to a single shader to copy that shader into each slot in the shaderList<br />

Advantage of multiple shaders<br />

Imagine that you want a model of a computer monitor. You can create this model with two separate meshes: one for<br />

the plastic body of the monitor, and one for the screen. This approach allows you to change the shader on the screen<br />

mesh without changing the shader for the body. You can refresh the screen of your monitor efficiently.<br />

When designing a 3D model for a human character, you can use a separate mesh for the skin, the hair, and for each of<br />

the characters clothes. This makes it easy to use the character as a customizable avatar.<br />

Model resources and texture coordinates<br />

An associated technique allows you to map specific points inside a texture to specific vertices of model resource. Your<br />

third-party 3D design software will normally do this for you before you export your 3D world as a W3D file.<br />

For more details on how to do this from within <strong>Director</strong>, see “Mapping a texture to a mesh resource” on page 150.<br />

Lights<br />

The appearance of a model depends on both the shaders that are attached to it and the lights that are shining on it. The<br />

shader defines what the surface of the model looks like. The lights in a 3D world create an effect of light and shade on<br />

the model. In a static scene on a 2D screen, the variations in light and shade on a model give your brain clues about<br />

the 3D shape of the model.<br />

In the real world, photons of light travel from a light source, and collide with real world objects. Depending on the<br />

wavelength of the photon and the material it strikes, the photon may bounce off and change color. If you can read this,<br />

there are countless photons around you, all moving at the same time.<br />

When a team is making a high-budget computer-animated film, they can afford to simulate the movement of a large<br />

number of photons. Each image of the film may be show for less than 42 milliseconds, but the company can afford to<br />

have multiple state-of-the-art micro-processors working for several minutes to create each image.<br />

In a movie created for Shockwave 3D, you need to rely on the micro-processor in your end-user's computer doing all<br />

it can in less than 42 milliseconds. Shockwave 3D has to take shortcuts. The more realistic you want your scene to look,<br />

the less efficient the shortcuts become.<br />

Last updated 8/26/2011<br />

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