Mad F/X™ supports
unlimited rendering passes for materials. Objects are re-rendered for
each material pass to create some stunning visual effects. Think of
it like painting a deck with a base paint, then applying several coats
of primer, and varnish to get the desired effect. In addition to adding
layers or passes for things like projected textures or environmental
mapping.
Dynamic hardware
projected wrap types (vertex normal vector, vertex position vector,
vertex reflection vector, vertex refraction vector)
Manually control
wrap position and orientation by altering the wrap matrix
Position and
rotation can be wrapped independently relative to the scene, base-frame,
parent, itself, camera or camera-object vector
Manually adjust
UV scale, offset and wrap matrix
Auto-wrapping
for software generated warp types (this feature re-wraps the object
every time the object is scaled or deformed in anyway, this basically
acts as a dynamic wrap)
Choose from
different tile types (once or tile)
Wraps can be
edited directly on the object easily with a click and slide of the
mouse
Adaptive scaling
(Available in version 1.1)
Rendering
passes
Mad F/X™
supports unlimited rendering passes for each material. Each rendering
pass supports up to 8 stages (depending on hardware capability).
Each rendering pass controls the shade, light and fill modes, source
and destination alpha blending modes, diffuse, specular, emissive
and ambient colors.
Texture
stages
Using various
color and alpha blending options, each stage is blended with the
prior stage or rendering pass. The stage is basically a pixel shader
segment. Each stage or shader segment is combined and undergoes
a test to see if it can fit into one final material. If there is
not enough hardware instructions left, the shader combiner will
disable that shader stage. For example, a shader segments stage
can be a cubic EMBM bump stage, where you can select a texture file
to be used as a bump map and a cubic texture file to be used as
environmental map. Currently, stages include:
Plain stage
(no textures, just a blending stage)
Texture stage
EMBM stage
(Environmental mapped bump mapping)
DP3 stage
(Dot product 3 bump mapping)
Cartoon stage
and more
to come... (Available in version 1.x)
Textures
The same texture
interface is used for all texture related options like particle
textures, sprite textures, material textures, foreground and background
textures. We support over 40 different image formats including the
most popular (JPG, JTF, PSD, BMP, GIF, TGA, PCX, TIF, PNG, and PPM).
Popular video formats are also supported (MPEG, MPG, MPV, MPA, MPE,
MP2, AVI, MOV, QT). Users can enable texture compression and mip-mapping
as well as enable calculated or existing texture alpha.
Library
(load, save and re-use predefined or custom materials)
CAMERA
TOOLS
With a wide array
of camera tools, navigating the scene or setting up a snapshot or animation
is a breeze. All camera tools have different sensitivity when using
the right mouse button over the left to give the user more precision.
There are three types of cameras (orthogonic, perspective and free)
Each have slightly different behavior. Camera tools include:
Move
Dolly the camera,
target or both
Pan
Orbit around
the target
Free rotate
Rotate origin
or rotator
Tilt
Look
Zoom
Look then Zoom
Region Zoom
Adjust near and
far clipping planes
Adjust field-of-view
SCENE
SETTINGS
Mad F/X™ supports
many scene settings to give limitless ways to spruce up a 3D world.
Background shaders, foreground shaders for effects such as rain, snow
or even overlays to simulate frames or film. Scene settings include:
Backgrounds
Color
Fog
Image
Skybox
Foregrounds
None
Texture
Color Blend
Scene lights
Ambient light
Camera light
Multi-color unit
grid
CREATION
TOOLS
Create new objects
easily with a click and drag approach similar to that of 3DSMax. All
primitives, cameras, lights, particles, lens flares and sprites are
very customizable for extreme flexibility.
Primitives
Spheres
Cubes
Cylinders
Cones
Torus
3D Text
Super Toroids
Super Ellipsoids
Circles
Squares
Cameras
Free
Target (Available
in version 1.1)
Lights
Point
Directional
Particles
Field
Sprites
Lens flares
VIEWPORT
AND RENDERING OPTIONS
In the top left
corner of each viewport you can right click to view an extensive menu
of rendering, viewport and camera options. This is where you can control
some of the more interesting capabilities of your 3D accelerator card.
Rendering options
Fill mode
Lighting
Shade mode
Materials (enable,
disable or use default material for all rendering)
Color channels
(enable individual color channels)
Dithering
Viewport layouts
(choose from 16 preset viewport layouts, and setup camera's for each
view)
Fullscreen options
(choose a preset fullscreen resolution and depth and jump to fullscreen
mode at any time) (Available in version 1.1)
Camera selection
(set current camera to any of the 6 standard orthogonal views, our
rotator based perspective camera, or any "User" object,
light or camera)
DEVICES
Mad F/X™ also
supports other means of 3D navigation. More devices will be added in
upcoming intermediate releases.
Microsoft DirectInput
Joysticks (Available in version 1.2)
ANIMATION
ENGINE
Our animation engine
has best of both worlds. A key-frame based system for interpolating
keyed data like position and rotation. We also have a simulation system
for time stepping which is used for simulated behaviour like the path
of particles. Both "SIM" and "KEY" systems are time
based and can run simultaneously or be manipulated individually.
Many
tools are available to edit individual positional and rotational animation
control points. Choose from sharp or smooth edges or edit control point
handles manually. Many options are also available to control the behavior
of animation paths.
RENDERING
AND OUTPUT TOOLS
Mad F/X™ supports
real-time 3D output (Direct3D) as a rendering device. Because of the
speed at which the Direct3D HAL can render a frame on today's video
accelerators, large animations can be outputted thousands of times faster
than true raytraced animations. Output a 640x480, 1 minute (1800 frame@30f/s)
complex animation at near real-time speeds (dependant on what compression,
hard-drive and CPU speeds being used), in roughly less than 10 minutes!
Besides our smoothly
designed video output interface, we have a cool tool we call the FX
Filter Stack. Choose from a large selection of post rendering effects
(oilify, posterize and solarize etc...) which apply a customizable filter
to each image rendered before outputting it to file. An unlimited amount
of FX Filters can be applied to the stack and each is applied in order.
Mad F/X™ also
supports a down-sampling feature. Images can be rendered up to 1600x1600
in memory and down-sampled to your regular output dimensions using a
high-quality smoothing algorithm that removes all the "jaggies".
This is basically a form of antialiasing.
Video formats
- AVI (any compression format available on your system, e.g. DivX)
OBJECT
TOOLS
All standard object
manipulation tools are supported. Objects can be moved or rotated relative
to the scene, camera, itself, its parent or along a specific axis for
maximum control.
Standard tools
Select
Move
Rotate
Delete
Scale
Uni-scale
Clone
Multi-clone
Stare (makes
an object continuously stare at a point or object origin)
Don't stare
Look (makes
an object look at a point or object once)
Center origin
Object deformation
tools (Available in version 1.2)
Twist
Pull
Skew
Taper
Bulge
Bend
Stretch
Smooth
3D
IMPORT/EXPORT SUPPORT
Mad F/X™ currently
supports a very robust 3DStudio4 (.3DS/.PRJ) and Direct3D (.X) importer.
3D import formats
supported (Available in version 1.1)
Cinema 4D
(.C4D)
Caligari
Objects (.COB)
Autocad DXF
(.DXF & .DXB)
LightWave
objects and LightWave layered objects (.LWO)
LightWave
scene (.LWS)
Alias|Wavefront
objects (.OBJ)
Caligari
Scene (.SCN)
3D export formats
supported (Available in version 1.2)