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ali-rahimi-shahmirzadi
09-27-2006, 08:36 AM
Hello
To see the main page you can check this link
http://www.ali-rahimi.net/projects/x_fridge/x_fridge.htm (http://www.ali-rahimi.net/projects/x_fridge/x_fridge.htm)



DISCRIPTION
X_FRIDGE is a realtime environmental visualization project with some parameters to change the overall view like the abiliity to add fog or change the camera FOV and also some post effects like Distortion, Bloom, Paint, etc that are applied in real time. Next all of them will be describe in detail.
This is my first serious realtime project and my purpose was to get more familiar with realtime word and also get in professional to work with quest3d. Another purpose was to achive a higher level of realism.It was very challenging to me, because there are some limitations in the realtime content. And also it's not like software render.


DEVELOPMENT PROCESS
Modeling and designing have been done in maya and the realtime frame work application has been Quest3d. For texturing I use a combination of maya and photoshop.To export a mesh in x format from maya to quest3d I used the okino polytransfer plugin. To generate a normal map I used NVIDIA Normal Map Filter Plugin. All the light bakeing processes are done by mental ray stand alone and there is no dynamic shadow or light in a final result.


TECHNICAL DETAIL
SYSTEM REQUIREMENTS
Microsoft Windows 98,ME,2000 or XP
3D accelerator card with minimum 16 bit color
DirectX 9.0c or higher
A latest of your GPU driver

Here are the things I've implemented in the option menu

DISPLAY
FILL MODES : Point - Wireframe - Solid
SYSTEM INFO : On / Off
COLISION OBJECTS VISIBILITY : Sky - Ground - Refrigerator
OTHER EFFECTS : Distortion - Back light - Fridge Bloom - Overall Light Bloom
Wet Ground : On / Off - Type : Reflection & Refraction / Reflection / Color only
CLOUD SHADOW : On / Off - Shadow # 1 - Shadow # 2 - Shadow # 3 - Shadow # 4 -Shadow # 5

PERFORMANCE
PRESET QUALITY : Very Low - Low - Medium - High - Very High - Ultra High
PARTICLE : On / Off
OBJECTS VISIBILITY : Refrigerator - Atmosphere - Ground - Plants
TEXTURE DETAIL : Very Low - Low - Medium - High - Vry High
BUMP / NORMAL / RELIEF MAPPING : Disable All - Parallax Mapping - Relief Mapping - Relief Mapping Shadows

NAVIGATION
CAMERA : Walkthrough - Object Inspection - Cinematic # 1 ... 8
CAMERA PROPERTY / Walkthrough : Focal Length - Gravity : On / Off - Reset Camera Position - Breathing Intensity
CAMERA PROPERTY / Object Inspection : Focal Length - Damping Amount [ Zoom ] - Damping Amount [ Rotation ]
CAMERA PROPERTY / Cinematic # 1 ... 8 : Focal Length
DEPTH OF FIELD : On / Off - Strength - Quality : Low / Medium / High
FOG : On / Off - Type : Lineair / Exponetial / Exponetial 2 - Start - End - Density - Color RGB

POST EFFECTS
PAINTING / Option - BLACK & WHITE / Option - COLOR CORRECTION / Option - EDGE DETECT / Option - MEGA BLUR / Option - HEAVY BLUR - BLOOM / Option - NEGATIVE - TILES / Option - REDUCE COLORS / Option - SOFT BLUR / Option - TONING / Option - SOFTEN

SOUND
MUSIC : On / Off - Volume
AMBIANCE : On / Off - Volume

INFORMATION
CREDITS : Developed by : Ali Rahimi Shahmirzadi - Music by : Homan Namdari

CAPTURE / LAYER
CAPTURE PROPERTY : Capture speed - Capture Output Location - Capture With or Without GUI

QUIT
Close the project


KNOWN ISSUES
X_FRIDGE only tested on NVIDIA GPU there is a possiblity on ATI or other GPUs in Very High or Ultra High Preset Quality , ground texture become flicker. If it happens disable normal map or bump map.
In case that you see any bug please report it to me with an snapshot of a problem.

DOWNLOAD EXE / INSTALLER
System Requirements
Microsoft Windows 98,ME,2000 or XP
3D accelerator card with minimum 16 bit color
DirectX 9.0c or higher
A latest of your GPU driver
It's the main project file in EXE format. After installation it will run automaticly. To see the option menu when a project is running, press ESC key.

Size : 152 MB
http://www.ali-rahimi.net/projects/x_fridge/x_fridge.EXE

DOWNLOAD MOVIE # 1
This avi movie is in DivX 6.1 format. In case DivX 6.1video codec is not installed on your pc, you can download it from http://www.divx.com (http://www.divx.com/) which is
available free for mac and win.
Note 1 : The fallowing movie is captuerd in real time directly from the project. Motion Blur, Camera Shake, Color Correction are added after capturing process
in a composition software (fusion 5).
Note 2 : It's recommended to watch this movie by DivX Player.

HIGH QUALITY / 30.6 MB
http://www.ali-rahimi.net/projects/x_fridge/X_FRIDGE_movie_1_high.avi

MEDIUM QUALITY / 15.9 MB
http://www.ali-rahimi.net/projects/x_fridge/X_FRIDGE_movie_1_medium.avi

LOW QUALITY / 8.7 MB
http://www.ali-rahimi.net/projects/x_fridge/X_FRIDGE_movie_1_low.avi


DOWNLOAD MOVIE # 2
This avi movie is in DivX 6.1 format. In case DivX 6.1video codec is not installed on your pc, you can download it from http://www.divx.com (http://www.divx.com/) which is
available free for mac and win.
Note 1 : The fallowing movie is captuerd in real time directly from the project. Motion Blur is added after capturing process in a composition software
(fusion 5).
Note 2 : It's recommended to watch this movie by DivX Player.

HIGH QUALITY / 283 MB
http://www.ali-rahimi.net/projects/x_fridge/X_FRIDGE_movie_2_high.avi

MEDIUM QUALITY / 115 MB
http://www.ali-rahimi.net/projects/x_fridge/X_FRIDGE_movie_2_medium.avi

LOW QUALITY / 77.7 MB
http://www.ali-rahimi.net/projects/x_fridge/X_FRIDGE_movie_2_low.avi


SNAPSHOT
All of this snapshots are taken directly from the project.

http://www.ali-rahimi.net/projects/x_fridge/X_FRIDG_pic_02.jpg

http://www.ali-rahimi.net/projects/x_fridge/X_FRIDG_pic_06.jpg

http://www.ali-rahimi.net/projects/x_fridge/X_FRIDG_pic_12.jpg

http://www.ali-rahimi.net/projects/x_fridge/X_FRIDG_pic_40.jpg

http://www.ali-rahimi.net/projects/x_fridge/X_FRIDG_pic_32.jpg

http://www.ali-rahimi.net/projects/x_fridge/X_FRIDG_pic_43.jpg

http://www.ali-rahimi.net/projects/x_fridge/X_FRIDG_pic_57.jpg


Waiting for your comment.:)

dudethedreamer
09-27-2006, 08:57 AM
from what i see your a god with envoirment everytihng looks very clean and good

ocarian
09-27-2006, 09:54 AM
I try to download demo

I like screenshot
good modeling and texturing

more impression soon :thumbsup:

psychojohno
09-27-2006, 03:51 PM
It looks nice but i dont get what it is for :shrug: If its a real time enviroment then its not going to be very interesting just wondering around a fridge thing! What is it supposed to do or show? i dont understand your explanation.

ocarian
09-27-2006, 04:08 PM
I test the demo
Nice work for this Technological demo
good shader utilisation
I like lightning

:bounce: :bounce: Next !

Gamedev
09-27-2006, 04:28 PM
I'm checking out the demo now (kinda large download). So then, this was all created in quest3d? Pretty impressive. Do you have any good Quest3d resources? I've been trying to learn it for a few weeks now. How long did this take to produce? Looking good so far, I'll check out the demo when it gets done downloading and give you some feedback!

EDIT: Its quite impressive graphically. My only crit is your collision volume around the scene, causes some wierd errors when getting right up on it, the player kind of sinks in the ground.

I have seen some pretty impressive stuff with Quest3d. I'm really curious about how much of this comes w/ the engine and what you added. Did you do any SDK work, or what this all completed with there 'kismet' like scripting system? Were any of the post process effects hard coded or are they part of the engine?

Very impressive!

ali-rahimi-shahmirzadi
09-27-2006, 05:01 PM
Thank you all. I need some feedback on performance and possible bug. i was test it only on NVIDIA.


psychojohnoIt: looks nice but i dont get what it is for :shrug: If its a real time enviroment then its not going to be very interesting just wondering around a fridge thing! What is it supposed to do or show? i dont understand your explanation.


As i sed in Discription :
What is the main purpose of making this environment?
This is my first serious realtime project and my purpose was to get more familiar with realtime word and also get in professional to work with QUEST3D.
Another purpose was to achive a higher level of realism. It was very challenging to me, because there are some limitations in the realtime content.



Gamedev: I'm checking out the demo now (kinda large download). So then, this was all created in quest3d? Pretty impressive. Do you have any good Quest3d resources? I've been trying to learn it for a few weeks now. How long did this take to produce?


A Realtime framework was QUEST3D.
the only Quest3d resources that i have is its help and Forum.
This project taking to much time. cause i was also learning Q3D at the same time. Quest3d is a good app. but it need much more develop.
I dont add any extra scripting or sdk. its all Q3D stuff. but not all of them is in the pakage. there is a lots of perbuild amazing stuff in QUEST3D Forum. for example i find a distortion effect in Forum, or DOF. after all Q3D is targeted non programers. i never see any program like Q3D workflow. its just something that everyone should try. iam not talking about professional game engines.

Gamedev
09-27-2006, 05:30 PM
would mind sharing a little about the workflow?

ali-rahimi-shahmirzadi
09-27-2006, 06:33 PM
Q3D workflow is build with blocks. something like maya hypershade. you can download a demo version to see it for your self. its very fun to build all your project in this way. some programers dont like it. this method have its own advantage. but may not fit for a big game projects.
about teh post effects almost all of them allready available directly in Q3D with no extra time to edit or reprogram. Q3D 3.5 vr edition also have HDR and realestic water + other cool things. check out the website for more info. http://www.quest3d.com

Dylan Nagel
09-27-2006, 07:48 PM
Yeah, looks fantastic, Ali! I've been watching your progress on the Quest3D forum. Very nice use of the engine, it's cool that you chose a modest area to visualise and perfected it. You put in a lot of options / features, maybe a few too many. Still, great work, really well done! Too bad you missed the competition deadline a few months ago!

About Quest3D: I myself am an advanced user, and have my own production company (http://www.paladinstudios.com) focused on Quest3D project development. It's really a fantastic engine / software package, if you know how to use it.

Keep it up, Ali! :)

Gamedev
09-27-2006, 08:34 PM
Dylan,

I was looking at your site a few weeks back. Some pretty interesting stuff. Im curious cause I have been asked to evaluate it for purchase. Client wants to use it for architectural needs. I come from a strong Unreal background so some of Quest3d is a bit strange. I havent been able to find a whole lot of documentation, but I've seen some really cool projects. One thing though that has thrown me is how 'levels' are constructed in the program. Is it BSP based? The workflow is really what I have yet to get.

ali-rahimi-shahmirzadi,

thanks for the input. You did a great job. Are there building blocks for basic things like FPS movement? Any books on the subject?

ali-rahimi-shahmirzadi
09-27-2006, 09:08 PM
Hello Dylan Nagel
Its good to see you here. i saw your Qumulus demo. really nice work With Q3D. and i also check your website. i hope a professional Q3D users like you help me on my next project. Its going to be really amazing. My next project is (Alian temple) its a complete level with water and hdr. i just have some problem on shaders. i need this hlsl shader
normal map + light map + projection + if possible specular map .i know its possible in q3d but i cant do this. here is the link about it. if you could help me on this i will be really appreciative.
http://www.quest3d.com/index.php?id=30&post=56680&lastdate=20060903150327
I hope we cooperate with each other. i really need an TD for advanced Q3D stuff. another problem is a good solution for a soft shadow with decay. do you have any comment?
I hope Q3D developers move faster. there is a lake of some basic need like level exporter etc...

Gamedev
Everything in Q3D is building blocks. you can see its help and also lots of example files.

Dylan Nagel
09-28-2006, 07:45 AM
Thanks, Ali! Whereever possible, I'll do my best to assist you. Your work is very inspiring!
I myself am not a shader programmer yet, but one of our team members, Tom, is. If we find some time, we'll have a look.

Gamedev: Quest3D is perfect for architectural walkthroughs, since those are usually fairly simple to setup in terms of programming. Q3D doesn't use unreal-like rendering / structuring methods, its plain mesh rendering, so you can create your models in Maya or Max and import them 1 on 1.

Have you seen the Quest3D wiki (http://www.quest3d.nl/wiki) ?

If you have any additional questions, drop by the forum or send me a mail. :)

ali-rahimi-shahmirzadi
09-28-2006, 09:12 AM
Thanks Dylan Nagel . i hope you or your team find some free time to help me on this shader. its good for community. and trust me my next work is going to much more better, if developers like you help me a bit. specially on this shader that iam stuck in it for a long time. here is an example of it http://www.quest3d.com/index.php?id=30&post=50849&lastdate=20060904203107 i am sure you see. but it have some problem. that i describe it here http://www.quest3d.com/index.php?id=30&post=50849&lastdate=20060904203107
i hope to hear some good news about it. or i must learn HLSL and render monkey. iam donig it right now, but its not easy and take me a lots of time.

seedo
10-23-2006, 11:19 AM
hello:
very nice work ali, i didnt know quest3d can do this, even quest3d creaters i dont think they know that too, i advice u to show them your work am 100% they will post it in thier site.

i have some vedio tutorials for Q3d they r really good.

soon i will lunch my new website www.sadeed.net (http://www.sadeed.net)
still under construction
so i think i will post the tutorials

thank u

ali-rahimi-shahmirzadi
10-23-2006, 11:28 AM
Thanks. Its been a while that http://www.quest3d.com post my work on its frontpage. :twisted:

Gamedev
10-23-2006, 04:33 PM
Congrats! Thats awesome. Your project was great.

ali-rahimi-shahmirzadi
10-25-2006, 08:20 AM
Thanks Tyler Wanlass. I will update it later. Lots of things should change + lots of optimization .:)

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