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-------------------------------------------------------------------------------------- UPDATE --------------------------------------------------------------------------------------
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| December / 2009 | Comment section added to website. | ||||||||||||
| November / 2009 | Temple 2 Honorable mention in Quest3d 2009 competition. | ||||||||||||
| July / 2009 | Demoreel updated. | ||||||||||||
| July / 2009 | The pain added to portfolio section. | ||||||||||||
| July / 2009 | Earth 2124 island added to portfolio section. | ||||||||||||
| July / 2009 | Transshape updated. | ||||||||||||
| May / 2009 | Temple 2 added to portfolio section. | ||||||||||||
| February / 2009 | Earth 2124 spaceship 5 added to portfolio section. | ||||||||||||
| February / 2009 | Demoreel updated. | ||||||||||||
| February / 2009 | Temple added to portfolio section. | ||||||||||||
| December / 2009 | Earth 2124 monster 1 added to portfolio section. | ||||||||||||
| November / 2008 | 3 Sculpture & Deep Impact added to portfolio section. | ||||||||||||
| October / 2008 | Completely update website. | ||||||||||||
| August / 2008 | Quest3d website put The Plunge project on it's front page | ||||||||||||
August / 2008
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The Plunge project win a third place in Quest3d 2008 competition. | ||||||||||||
October / 2006 |
Quest3d website put X Fridge project on it's front page and Downlod / Demo section. | ||||||||||||
September / 2006
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X Fridge project is finished. | ||||||||||||
May / 2006
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Webstats4u is added. | ||||||||||||
May / 2006
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Website is Completely updated. | ||||||||||||
April / 2006
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Site is down. | ||||||||||||
February / 2005
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Home is Updated. | ||||||||||||
December / 2004
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Website is uploaded. | ||||||||||||
Tuesday, January 19, 2010 --------------------------------------------------------------------------------------------------------------------------------------------------- I made a test with PSSM shadow and SSAO. Lighting is fully dynamic with day and night cycle. PSSM shadow and SSAO also work with hardware instance and transparent obects, It also support skin mesh. For the main solid mesh i use a Parallax + Normal Map + Specular Map + Baked Occ. You can download a captuerd movie from here. http://www.ali-rahimi.net/blog/animation/pssm-ssao.mov . Its 60 MB. Also i add several other post effect like HDR and DOF. And the exe file itself. http://www.ali-rahimi.net/blog/pssm-ssao.exe |
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Saturday, December 12, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------- I update my CGsociety Portfolio. |
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| http://ali-rahimi-shahmirzadi.cgsociety.org/gallery/833687/ | |||||||||||||
Thursday, December 10, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------- My recent work in progress. |
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| http://forums.cgsociety.org/showthread.php?f=39&t=789590 | |||||||||||||
Monday, December 7, 2009 --------------------------------------------------------------------------------------------------------------------------------------------------- |
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Thursday, December 3, 2009 -------------------------------------------------------------------------------------------------------------------------------------------------- Some of my old animations. Right Click and Save Target As . |
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Thursday, December 3, 2009 -------------------------------------------------------------------------------------------------------------------------------------------------- Some of my old works. |
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Wednesday, December 2, 2009 ---------------------------------------------------------------------------------------------------------------------------------------------- My best project ever. |
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Wednesday, December 2, 2009 ----------------------------------------------------------------------------------------------------------------------------------------------
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Wednesday, December 2, 2009 ---------------------------------------------------------------------------------------------------------------------------------------------- Radiosity Normal Mapping demo Radiosity Normal Mapping is a method that have been used in Half-Life®2 / Valve Source™Shading. In Radiosity Normal Mapping, we transform our basis into tangent space and compute light values for each vector. Therefore we will have 3 Directional lightmap. Turtle render engine for maya support Radiosity Normal Mapping. With turtle for maya we can bake and see radiosity normal map directly in maya plus other stuff. I build the hlsl shader for Quest3d with shaderfx. You can see the pipeline blow. Also normal map should be world space instead of tangent space. Its possible to do the conversion inside maya, As you can see blow. ------ Also you can combine world space normal map with directional occ to have a self shadow for your texture. ------ Final shot. Self shadow radiosity normal map + relife map ------ Right Click and Save As . . . Related links |
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Wednesday, December 2, 2009 ---------------------------------------------------------------------------------------------------------------------------------------------- Some of my highlight works. |
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Wednesday, December 2, 2009 ---------------------------------------------------------------------------------------------------------------------------------------------- My youtube channel. http://www.youtube.com/alirahimish
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Wednesday, December 2, 2009 ---------------------------------------------------------------------------------------------------------------------------------------------- Links that are related to my works. http://www.quest3d.com/index.php?id=217 |
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