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There's one difference that hasn't been mentioned, but has proven to be
of paramount importance to me, <br>
at least for product presentation, and that is normal mapping. <br>
Away has it, PV does not yet, though I've heard it mentioned a few
times.<br>
<a class="moz-txt-link-freetext" href="http://away3d.com/away3d-normal-mapped-bust">http://away3d.com/away3d-normal-mapped-bust</a><br>
<br>
Don't confuse this with bump mapping, as I've seen people do. Normal
mapping makes a low poly model <br>
look like a high poly model, and the only "hit" is an extra bitmap in
the materials stack.<br>
While bump maps and normal maps can add detail, normal mapping has the
appearance to adding geometry,<br>
especially to large smooth, rounded surfaces, not to mention nipples.<br>
<br>
For more info and examples google "Normal Mapping"<br>
<br>
Cheers,<br>
Pete(2)<br>
<br>
andysk8er wrote:
<blockquote cite="mid:24306699.post@talk.nabble.com" type="cite">
<pre wrap="">Okay, I have been researching this and I can't find a definitive answer. What
is the main difference between PV3D and Away3D? Don't give me a bunch of
nebulous statements like "Papervision has more shaders" or "Away handles
Interactive materials better" or "PV is faster." What I really want to know
is this:
WHAT WAS EACH ENGINE BUILT FOR?
It looks like PV3D has a broad feature set that was intended mostly for
websites, applications and viewers.
Away looks like it was designed with making 3D games and game environments
in mind.
Is this true or am I off the mark? I don't really care about things like
"Away has a torus as a native object." I'm really just curious which engine
fits a certain type of project better than another. If I have a project
spec, how can I decide which engine to use?
I'm not trying to start any arguments about the engines. I'm very familiar
with Papervision and have built several projects in it. I haven't used
Away3D, but I'm starting to think that a few of it's features may be helpful
for a game I am designing in my spare time. Any advice from anyone here?
Thanks,
Andy.
</pre>
<pre wrap="">
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<pre class="moz-signature" cols="72">--
PETER MCATOMINEY STRØMBERG
hyperGIS ApS
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