VSM(Variance Shadow Maps)simple test Demo in 3DSMax

chenmengji

Newcomer
Hi there,
I came up with an idea which bring shaders into 3DSMax laterly.The idea
was inspired by this post starter:Ben Cloward.
http://forums.cgsociety.org/showthread.php?f=6&t=369515&highlight=realtime+shadow
http://www.bencloward.com/fxShaderShadows.zip

Thanks Ben first to offer this example.I made some improvement on the
example and implanted VSM in it.The visual effect of my VSM demo in
3DSMax is poor but it reaveals the technical potential of 3DSMax in
realtime 3D filed.As far as I know that it is possiable to achieve
advanced visual effects on 3DSMax9 for realtime 3D rendering and even
be better than Next-gen game engine.To reach that result need a
evolutionary process,I will do my best to shorten this process.

Nvidia test

http://img178.imageshack.us/img178/2373/max8sampletest1clipboarbc0.jpg

Ati test

http://img178.imageshack.us/img178/9218/max8sampletest2clipboardu1.jpg

Here is my max test scene:
http://www.bulog.cn//UploadFiles/2007-7/19188811279.zip
mirror 1:http://maxfx-cmj.blogbus.com/files/11848417430.zip
mirror2:http://files.filefront.com/vsm+sampletest+max8+sp3zip/;8093452;;/fileinfo.html

In order to run the demo,you'll need Max8 sp3 and an ATI video card that suports shader model 2.0 or a Nvidia video card that supports shader model 3.0.

More sceenshots captured from 3DSmax realtime performance can been seen
at my blog.

http://www.bulog.cn/u/maxfx-cmj/
http://maxfx-cmj.blogbus.com/
http://maxfxcmj.iblog.com/
http://gallery.filefront.com/maxfxcmj/
 
I haven't used 3ds max much since version 5 or 6, but it's nice to see there's some progress being made in real time feedback. Though it's much slower progress than I'd anticipated when DX8 cards first came out. Also, I doubt the quality will be better than a game engine, merely equal.
 
Great work !

Right now i'm writing similar shaders in 3dsMax9.
I'm using simple VSM shadows right now, but it works well. I have also implemented radiosity normal lightmaps, as used in HL2, Depth of field, fog and things like that.

I'm really interested in the way you do your water shader.
I have not found a way to read the backbuffer as a texture, in order to deform it with a DUDV or something like that. Do you use this for the difraction, or do you render your reflected mesh in a RTT first (as you do for your reflection) ?

S.
 
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