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2000/11/15 (10:20) from 211.56.117.158' of 211.56.117.158'  

3dsmax ´ç½ÅÀÇ ÃÖ´ëÀÇ Ã¢Á¶Àû Àç´ÉÀ» ¹ßÈÖÇϼ¼¿ä!

3dsmax4´Â 3D Modeling °ú Animaition °ú ½Ã°¢ÀûÀÎ È¿°ú¿¡¼­ Rendering solution°ú Character animation, °ÔÀÓ °³¹ßÀ» Çϱâ À§ÇÑ °ÍÀ¸·Î ¾ÆÁÖ Áß¿äÇÑ °ÍÀÔ´Ï´Ù.
¸Æ½º4´Â CG Àü¹®ÀûÀÎ ³ëÇÏ¿ì°¡ ÀÖ´Â Çâ»óµÈ Tool Áï
´õ¿í »õ·Ó°Ô È®ÀåµÈ IK(inverse-kinematics)¸¦ Æ÷ÇÔÇϴ ij¸¯ÅÍ ¾Ö´Ï¸ÞÀ̼ǰú Â÷¼¼´ë ¸ðµ¨¸µÀ» À§ÇÑ °èÃþ ±¸Á¶ÀÇ subdivision surface °ú Active Shade°¡ ºü¸¥ ¼Óµµ¿Í

»óÈ£ÀÛ¿ëÇÏ¿© ½ÇÁ¦ »çÁø°°Àº Àå¸éÀÇ °á°ú¿Í °°Àº ¿ì¼öÇÑ Renderer·Î »ý¼ºµÉ °ÍÀÔ´Ï´Ù. 3dsmax4 ´Â ¶ÇÇÑ ¸àÅ»·¹ÀÌ(global illumination , caustics and distributed

rendering)¿Í °°Àº ¿©·¯ Çâ»óµÈ ·»´õ·¯¿Í ¿¬°áµË´Ï´Ù.


3dsmax4 ´Â ¸¹Àº Ç÷¯ÀεéÀ» Áö¿øÇϸ鼭 ´Ù¸¥ 3D ÇÁ·Î±×·¥°ú ¿¬°áµÇµµ·Ï °³¹ßµÇ¾ú½À´Ï´Ù.
DiscreetÀÇ Character Studio´Â  Áøº¸ÇÑ Ä³¸¯ÅÍ anmation°ú ±ºÁß ¾Ö´Ï¸ÞÀ̼ÇÀ» À§ÇØ ÀÌ»óÀûÀÎ ÅøÀÔ´Ï´Ù.
3dsmax  ¶ÇÇÑ DeskTop ¿¡¼­ 3D ÇÕ¼º°ú ¾Ö´Ï¸ÞÀÌ¼Ç È¿°ú¿Í ½Ã°¢Àû È¿°ú¸¦ Á¦°øÇÏ´Â Discreet ÀÇ 3D ÇÕ¼º ¼ÒÇÁÆ®¿þ¾îÀÎCombustion°ú °°Àº ±â´ÉÀÌ Æ÷ÇԵǾú½À´Ï´Ù.

»õ·Î¿î ±â´Éµé
¡Û »õ·Î¿î IK ½Ã½ºÅÛÀº È®ÀåµÉ¼ö ÀÖ´Â Ç÷¯±×ÀÎ ÇüÅ·ΠµðÀÚÀÎ µÇ¾ú½À´Ï´Ù.
¡Û »õ·Î¿î °èÃþ±¸Á¶¸¦ °¡Áø Sub-Division surfaces´Â Â÷¼¼´ë ¸ðµ¨¸µ ¹æ½ÄÀÔ´Ï´Ù.
¡Û »õ·Ó°í À¯¿¬¼ºÀÖ´Â IK´Â  Á» ´õ Á¤È®ÇÑ ÀÎü ±¸Á¶¸¦ À§ÇÑ Bones system ÀÔ´Ï´Ù.( Previews ¿Í Skinning À» ÅëÇÑ)
¡Û »õ·Î¿î angle deformers¿Í Soft bodyÀÇ Æ¯»öÀ» Æ÷ÇÔÇÏ¿© Character Deformations¸¦ Çâ»óÇÏ¿´½À´Ï´Ù.
¡Û Â÷¼¼´ë °ÔÀÓ °³¹ß ȯ°æÀÎ DirectX 8À» Áö¿øÇϸç Face, opacity mapping, °ú true transparency ¿Í pixel/vertex shaderÀÇ    ´ÙÁß Texture ¸¦ Á¦°øÇÕ´Ï´Ù.
¡Û »ç¿ëÀÚ°¡ ÀÛ¾÷À̳ª ÇÊ¿ä, ¶Ç´Â ¼±ÅÃÀ¸·Î ÀÛ¾÷°ø°£À» ¸¸µé¼ö ÀÖ°Ô »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º¸¦ Á¦°øÇÕ´Ï´Ù.
¡Û 3D ÇÕ¼º°ú Paint ¼ÒÇÁÆ®¿þ¾îÀÎ Combustion ÀÌ ÅëÇյǾú½À´Ï´Ù.

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»õ·Î¿î Áß¿äÇÑ ±â´É

- WYSIWYG ºäÆ÷Æ® ȯ°æÀº ½Ç½Ã°£ ¸ÖƼ ÅؽºÃç(Face, Blend, true transparency , opacity mapping, Phong highlights,         procedurals, Pixel°ú Verex Shader¸¦

reflection map°ú bump map ó·³ ½Ç½Ã°£ Display)µîÀ» Á¦°øÇÕ´Ï´Ù.

- °èÃþ±¸Á¶ÀûÀÎ Sub-Division surfaces´Â art local subdivision, local smoothing, wavelet-based surface approximation,    breakthrough refinement features,

trimming°ú °°Àº ¸ðµ¨¸µ ¹æ¹ýÀ» »ç¿ëÇÒ ¼ö ÀÖµµ·Ï ÇÕ´Ï´Ù.

- »õ·Î¿î Æú¸®°ï ¸ðµ¨·¯´Â Polygon "proof" tools ¿Í Æú¸®°ïÀÇ ÃÖÀûÈ­»Ó¸¸ ¾Æ´Ï¶ó
smoothing group, mapping channels, vertex colors, »ç¿ëÀÚ°¡ ¼±ÅÃÇÑ face data¸¦ ÃÖÀûÈ­ ÇÒ ¼öµµ ÀÖ½À´Ï´Ù.

- Çâ»óµÈ MeshSmooth NURMS ´Â Subdivision surface ¸ðµ¨¸µ°ú Point¸¦ ¼öÁ¤ÇÏ°í ¹úÅؽº¿Í ¿§Áö¿¡ ¹«°Ô¸¦ ÁÙ¼ö ÀÖ°í
Á»´õ ¼¼¹ÐÇÑ ¼­ÆäÀ̽º Á¶Á¤À» À§ÇØ ¸Þ½¬ÀÇ ·¹º§¸¶´Ù ÄÁÆ®·ÑÀ» ÇÒ¼ö ÀÖµµ·Ï Á¦°øÇÕ´Ï´Ù.

- Çâ»êµÈ ±âº»ÀûÀÎ ½ºÇöóÀÎ ÆÐÄ¡ ¸ðµ¨¸µ°ú Patch, exrusions. beveling, welding edges, vertices¿Í µîµîÀº º¹ÀâÇÑ Ä³¸¯ÅÍ    ¸¦ ¸¸µé°Å³ª Á÷Á¢ÀûÀÎ Á¶Á¤À» À§ÇØ patch

·Î ÀüȯÇÒ ¼ö ÀÖ½À´Ï´Ù.

- Patch ¿Í Spline ¾È¿¡µµ Soft Selection ÀÌ ÀÖ½À´Ï´Ù.

- °ÔÀÓ Å¸ÀÌƲÀ» ¸¸µé±â À§ÇÑ º£Áö¾î ¾ÈÂÊÀÇ Illumination °ú Alpha °ªÀÇ Vertex colors ¸¦ Áö¿øÇÕ´Ï´Ù.

- ÆÐÄ¡¸¦À§ÇÑ°Í : Relax, UVWUnwrap, UVWMapm, Materialµîµî°ú sub-object¿¡¼­ ¼­ÆäÀ̽ºÀÇ ¼Ó¼ºÀ» ´õ ³ô°Ô Á¶Á¤ÇÒ¼ö ÀÖ½À  ´Ï´Ù.

- Çâ»êµÈ angle deformer ´Â ¿¬°á, ¸ôÆÛ¿Í ¾Ö´Ï¸ÞÀ̼ÇÇÏ´Â µ¿¾ÈÀÇ ½¦ÀÔÀÇ º¹ÀâÇÑ BendigÀ» À§ÇØ Bulge °¡ Æ÷ÇԵ˴ϴÙ.


- Çâ»óµÈ Flex ´Â soft body dynamic Ư¡Àº »ç½ÇÀûÀÎ ´ÙÀ̳»¹Í Ãæµ¹ È¿°ú¸¦ ¸¸µé¾î ÁÝ´Ï´Ù.

- ±âº»ÀûÀ¸·Î Á¦°øµÇ´Â Ç÷¯±×ÀÎÀÎ IK ±¸Á¶´Â ÀÛ¾÷¿¡ ¸Â´Â °è»êÀ» À§ÇØ ½±°Ô ¼±ÅÃÇÒ¼ö ÀÖ´Â °è»ê°ú ÇÔ²² ¹Ù²Ü¼öµµ ÀÖ½À´Ï´Ù.

- È÷½ºÅ丮´Â µ¶ÀÚÀûÀÔ´Ï´Ù. History Dependent¿Í Ç÷¯±×Àΰú ¸ðµç Limb solvers extendable´Â ¿¹»óÇÒ ¼ö ÀÖ´Â °á°ú¿Í ¾Ö´Ï    ¸ÞÀ̼ǵéÀ» ºü¸£°Ô ¸¸µé¼ö ÀÖÀ¸¸ç ±×Áß¿¡

¼­ ¼±ÅÃµÈ ÇϳªÀÇ ¸í·É¾î¿¡ ±âÃʸ¦ µÎ°Ô µË´Ï´Ù.

- ¿­¸° µÎ°³ º»À¸·ÎµÈ IK limb slover ¼Ò½º´Â ¼öÁ¤µÇ¾îÁö°í 3dsmax ¿¡¼­³ª °ÔÀÓ¿£Áø¿¡¼­ »ç¿ëµÇ¾îÁý´Ï´Ù.

- ¾Ö´Ï¸ÞÀ̼ǵ¿¾ÈÀÇ ½¬¿î transitioningÀ» À§ÇØ snapping ÇÏ´Â FK/IK´Â ij¸¯ÅÍ ¿òÁ÷ÀÓÀÇ ºÎºÐ¿¡ ÀÚÀ¯½º·± ¿òÁ÷ÀÓÀ» ÃÖÀûÈ­     ½ÃÄÑÁÝ´Ï´Ù.

- »õ·Î¿î shaded bones ´Â ´ç½ÅÀÇ Ä³¸¯ÅÍÀÇ shape °ú Å©±â¿Í À¯ÀÏÇÑ squash ¿Í stretch ability ÀÇ ´õ ÁÁÀº Á¤ÀǸ¦ ³»¸±¼ö     ÀÖµµ·Ï Á¦°øÇÕ´Ï´Ù.

- »õ·Î¿î Constraint Contriller ´Â Position, Orientation, Look-At, Path¸¦ Æ÷ÇÔÇÏ°í ¿Í Spring Àº È¿°úÀûÀÎ ¾Ö´Ï¸ÞÀ̼Ǡ À» À§ÇÑ familiarity¿Í flexibility ¸¦ Á¦°ø

ÇÕ´Ï´Ù.

- »õ·Î¿î Active Shade renderer ´Â render session µ¿¾È mapping°ú definition °ú Material ÀÇ ¸ðµç ¾ç»óÀ» Á¶Á¤ÇÏ¸ç »óÈ£  ÀÛ¿ëÇϵµ·Ï »ç¿ëÀÚ¿¡°Ô Çã¶ôÇÕ´Ï´Ù.

- Interactive Motion blur ´Â ºü¸¥ Edit ¿Í Àå¸éÀ» ´Ù½Ã ·»´õ¸µ ÇÏÁö ¾Ê°íµµ ¸ð¼Ç ºí·¯ È¿°ú¸¦ ÁÙ¼ö ÀÖ½À´Ï´Ù.

- µ¶¸³µÈ ¿ä¼ÒÀÇ ÇÑ ºÎºÐÀÇ ·»´õ¸µ Àå¸éÀº ÇÕ¼ºÀ̳ª Ư¼öÈ¿°ú¿¡ ¾²¿©Áý´Ï´Ù.

- ºü¸¥ UI(»ç¿ëÀÚ ÀÎÅÍÆäÀ̽º)¿Í layoutµéÀ» ¸¸µé°í ¸Æ½º ½ºÅ©¸³Æ®¸¦ À§ÇØ »õ·Î¿î ½Ã°¢ÀûÀÎ ½ºÅ©¸³Æ® ¾ð¾îÀÇ Interface¸¦ °¡Áý´Ï´Ù.

- ½½¶óÀÌ´õ³ª µå·Ó´Ù¿î¸®½ºÆ®, üũ¹Ú½º ¿Í ¹öÆ°, Color picker µîµî. ´Ù¸¥ ¿ÀºêÁ§Æ®, modifier ¶Ç´Â Material °ú °°Àº
Interface¸¦ »ç¿ëÀÚ°¡ Ãß°¡ÇÒ¼ö ÀÖ´Ù. Parameters ¸¦ Link Çϸé Parameter Wiring¿¡¼­ »ç¿ëÇÒ¼ö ÀÖ½À´Ï´Ù.

- Parameter Wiring Àº ¾Ö´Ï¸ÞÀÌ¼ÇµÈ ÇϳªÀÇ ¿ÀºêÁ§Æ®¿¡¼­ ´Ù¸¥ ¿ÀºêÁ§Æ®·Î ½±°Ô ¿¬°áÇؼ­ Áö³­°ÍÀ» ÆíÁýÇÒ¼ö ÀÖ´Â º¹ÀâÇÑ     Ç¥ÇöÀ» ¸¸µé¼ö ÀÖ½À´Ï´Ù.

- »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º´Â ÀÎÅÍÆäÀ̽º ¿ä¼Ò¿Í »ö±ò, ¼±ÅÃÀûÀÎ Åø¹Ù, ¹öÆ°, ÅøÆÁ, ¸ÅÅ©·Î ¿Í ½ºÅ©¸³Æ®¸¦ Æ÷ÇÔÇÕ´Ï´Ù.

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- Multi-threaded ´Â óÀ½ºÎÅÍ ³¡±îÁö ¿ì¼öÇÑ ¼öÇà´É·Â°ú ºñ·ÊÃà¼Ò°¡ °¡´ÉÇÕ´Ï´Ù.

- Full scripting Àº óÀ½ºÎÅÍ ³¡±îÁö core Level À» ±â·ÏÇÕ´Ï´Ù.

- Interactive viewport graphic Àº OpenGL °ú Direct3D Çϵå¿þ¾î °¡¼Ó±â¸¦ Áö¿øÇϰųª Heide ¼ÒÇÁÆ®¿þ¾î·Î display ¸¦ ºü¸£    °Ô ÇÕ´Ï´Ù.

- À¯¿¬ÇÑ Ã³¸®¸¦ ÇÏ´Â ¸ðµ¨¸µÀº ÇÊ¿äµÇ¾îÁö´Â µ¿¾ÈÀÇ °áÁ¤Ã¼¸¦  ÀúÀåÇÕ´Ï´Ù.

- °¢°¢ÀÇ modifiers, materials, maps, animation controllers µîÀ» º¹ÀâÇÑ °ü°è¿¡ instance ÇÒ¼ö ÀÖ½À´Ï´Ù.


ºäÆ÷Æ®ÀÇ »óÈ£ÀÛ¿ë..

- ¿ì¼öÇÑ ºäÆ÷Æ® °¡¼ÓÀ» À§ÇÑ performace¸¦ À§ÇØ dual plane ±â¼úÀÌ Çâ»óµÇ¾ú½À´Ï´Ù.

- ¾î´À ÇÑÂÊ view, screen , world, local, ¼±ÅÃµÈ ´ë»ó¹°, grid, ¶Ç´Â parent space ¾ÈÀÇ coordinate systemÀ» ¼±ÅÃÇÒ ¼ö ÀÖ½À´Ï´Ù.

- 3D snap ½Ã½ºÅÛ°ú 20°¡Áö ÇüÅÂÀÇ ½º³À Á¾·ù°¡ ÀÖ½À´Ï´Ù.

- À§Ä¡ ¼±ÅÃÀ» À§ÇÑ Align system ÀÌ ÀÖ½À´Ï´Ù.

- ¼±Åà ¹æ¹ýÀº pick, fence. rectangula ¿Í circle ¿Í object class filters, select-by-name, named selection sets, mesh   extents, backface exclusion, polygon

boundary, smoothing, material°ú face normal angleÀ» Æ÷ÇÔÇÕ´Ï´Ù.

- schematic view´Â Àå¸éÀ» Á¦¾îÇÏ´Â view ÀÔ´Ï´Ù.(object, modeling ,±×¸®°í material°ú  °èÃþ±¸Á¶¿Í °ü°è)


ÀçÁú°ú ¸ÊÇÎ

- ¹«Á¦ÇÑÀÇ ÅؽºÃĸ¦ Material¿¡ ¹«Á¦ÇÑÀ¸·Î control ÇÒ¼ö ÀÖµµ·Ï °áÇÕ½ÃÄ×½À´Ï´Ù.

- Material/Map Browser ´Â °èÃþÀûÀÎ ±¸Á¶·Î °£·«ÇÏ°Ô ±×·ÁÁö°í ²ø¾î´Ù ³õ´Â°ÍÀ¸·Î ÇÒ´çÇÒ¼ö ÀÖ½À´Ï´Ù.

- Shader ´Â anisotropic , Blinn , Oren-Nayar-Blinn , Phong , metal , multi-layer , and Strauss °ú µ¶ÀÚÀûÀÎ »ùÇà ¿É¼Ç   ÀÌ Á¦°ø µÇ¾î Áý´Ï´Ù.

- 30°³ ÀÌ»óÀÇ 2D ¿Í 3D mapµéÀ» ¸¸µé¼ö ÀÖµµ·Ï Á¦°øÇÕ´Ï´Ù.

- Multiple UVW mappingÀº 100 °³±îÁö ¹úÅؽº¿¡ ´ëÇÏ¿© Á¦ÇÑÀÌ ¾ø´Â planar object ¶Ç´Â face¿¡ ´ëÇÏ¿© World map layering   mapping channesÀ» °¡Áý´Ï´Ù.

- Vertex Color ´Â  Painting ¶Ç´Â Àå¸éÀÇ ¶óÀÌÆ®¿Í ±×¸²ÀÚ·Î ÀÎÇØ ÆÄ»ýµÇ¾î º¸¿©Áú¼ö ÀÖ½À´Ï´Ù.

- mapping projection ´Â procedural , planar , cylindrical , spherical , box , face , shrink-wrap , world-XYZ ,     camera , screen À» Æ÷ÇÔÇÕ´Ï´Ù.

- extensive UVW Unwrap tool °ú ÇÔ²² Á÷Á¢ÀûÀ¸·Î Texture verticeµéÀ» Á¦¾î ÇÒ¼ö ÀÖ½À´Ï´Ù.

»ý¼º°ú ¸ðµ¨¸µ

- 2D & 3D primitive µéÀ» ÆĶó¹ÌÅÍ°¡ º¯ÇÔÀÌ ¾ø°Å³ª ȤÀº ´Ù¸¥ ±âº» Geometry ·Î º¯È¯ÇÒ¼ö ÀÖ°Ô ±¤¹üÀ§ÇÏ°Ô ¼³Á¤µÆ½À´Ï´Ù.

- ¸ðµ¨¸µÀº Spline, polygos, polygon mesh, Bezier patch ¶Ç´Â NURBS Surface ·Î ¸¸µé¼ö ÀÖ½À´Ï´Ù.

- Vertex, Edge, Face ¿Í polygon Åø·Î ¸¸µé¾îÁø ºü¸¥ ¸ðµ¨¸µÀº cut , chamfer , bevel , divide , slice , planarity     control , interactive normal flipping ,

local tessellation µîÀ» Æ÷ÇÔÇÕ´Ï´Ù.

- °ü°è°¡ ÀÖ´Â NURBS ¸ðÇü Á¦ÀÛÀº Á¡ÀÇ ¼±Åà ȤÀº CV curves°ú surface¿¡ Á¶ÀÛ°ú ¾Ö´Ï¸ÞÀ̼ÇÀ» ÅëÇÏ¿© µðÀÚÀÎ ¸ñÀûÀ»     °è¼ÓÇÏ´Â curveµé°ú surface¸¦ ¸¸µì´Ï´Ù.

- NURBS surface ´Â point, CV, u-loft, uv-loft, blend, n-sided blend, offset, extrude, fillet, lathe, ruled, cap,
1 rail, 2 rail, trim, and multi-curve trim À» Æ÷ÇÔÇÕ´Ï´Ù.

- NURBS Curve ´Â point, CV, fit, offset, chamfer, fillet, surface-surface intersection, surface edge, iso, curve on    surface, projected with trimming

control À» Æ÷ÇÔÇÕ´Ï´Ù.

- ÅëÇÕµÈ Particle system Àº ¿òÁ÷ÀÓ°ú ÇÔ²² inter-particle collision, meta-particle, snow, spray, buble, explosions,   spawning, ¿ÀºêÁ§Æ®ÀÇ Ãæµ¹°ú Èû°ú ÇÔ²²

dynamic ÇÑ ÀÛ¿ëÀ» ÇÏ´Â trails ¸¦ Áö¿øÇÕ´Ï´Ù.


¾Ö´Ï¸ÞÀ̼Ç

- Controller ´Â Layer , blend, script°¡ reference ¶Ç´Â instance °¡´ÉÇÕ´Ï´Ù.

- Çâ»êµÈ ¾Ö´Ï¸ÞÀÌ¼Ç controller ´Â  ÆĶó¸ÞŸ¿Í ´ÙÀ̳»¹Í °ü°è¸¦ È®ÁõÇϴ°Ϳ¡ ´ëÇÏ¿© ¹Ù¶÷¿¡ ³¯¸®´Â À̺¥Æ®°¡ ÀÖÀ»¶§ ±×     ¾Ö´Ï¸ÞÀÌ¼Ç ºí·°À» ´Ù½Ã »ç¿ëÇÔÀ¸·Î ¹ÝÀÀ

À» ÇÒ¼ö ÀÖ½À´Ï´Ù.

- »ç¿ëÀÚ°¡ ¸¸µé°í ij¸¯Å͸¦ Á¶Á¤Çϱâ À§ÇÑ ¸ð¼ÇĸÃĸ¦ »ç¿ëÇÒ¼ö ÀÖ½À´Ï´Ù

- Track view control Àº ¸ðµç ¾Ö´Ï¸ÞÀÌ¼Ç ÆĶó¸ÞÅÍ¿Í ¸¹Àº ÇÊÅ͵éÀ» data ¿Í °ü°èµÈ°É ºÐ¸®½Ãų¼ö ÀÖ½À´Ï´Ù.

- Audio Waveforms Àº Trackbar ¿¡¼­ Ç¥½ÃµÇ¾îÁý´Ï´Ù.

- Key management ´Â Bezier function curve control °ú layerable ease, multiplier curve, out-of-range looping, key       frame reduction, sound coordination,

constant velocity, text notes, time tags, time-based editing, key        randomization  , Á¤¹ÐÇÑ À§Ä¡ °íÁ¤À» À§ÇØ Key scaling, slidingÀ» Æ÷ÇÔÇÕ´Ï´Ù.

- Character Tool Àº volumetric skinning °ú hierarchies ¶Ç´Â spline, spring-based secondary animation, weighted       morphing, FFD lattices, soft selections,

and cluster control of individual vertices¸¦ Æ÷ÇÕÇÕ´Ï´Ù.

- IK result ´Â °è»êµÇ¾îÁö°Å³ª ¶Ç´Â »óÈ£ÀÛ¿ëÇÏ¿© end effecter¿Í swivel angle mainpulator ¸¦ ´Ù·ê¼ö ÀÖ½À´Ï´Ù.

- ¿ÀºêÁ§Æ®ÀÇ Ãæµ¹°ú ¹Ì²ô·¯ÁüÀ» À§ÇØ Rigid body dyanmic ÀÌ ÀÖ½À´Ï´Ù.

- º¹ÀâÇÑ °èÃþ±¸Á¶¸¦ º¼¼ö ÀÖµµ·Ï Schematic view °¡ ÀÖ½À´Ï´Ù.

·»´õ¸µ

- °í¼Ó film-quality renderer ´Â Channel scanline A-buffer ¿Í Full gamma controll À» Frame ȤÀº fieldµé¿¡ ´ëÇÑ °á½ÉÀÇ   32K line±îÁö Á¦°øÇÕ´Ï´Ù.

- multi-threading°ú ÀÚÀ¯·Î¿î customizable newwork RenderingÀ» ÅëÇÏ¿© ¿ì¼¼ÇÑ ºñ·Ê Ãà¼Ò°¡ °¡´ÉÇÕ´Ï´Ù.

- Selective ray tracing Àº ºü¸£°í, Á¤È®ÇÑ Reflection°ú refraction °ú ÇÔ²² ³ôÀº Ç°ÁúÀÇ ¼öÁØÀ» Á¦°øÇÕ´Ï´Ù.

- Ç⼧µÈ Rendering Option Àº »çÁø°ú °°Àº depth of field, ¸ðµç geomertiesÀÇ displacement ¸¦ Àû¿ëÇÏ°í, 2D/3D motion     blur, 3D volumetric lighting, fire,

explosions, smoke and fog ¸¦ Æ÷ÇÔÇÕ´Ï´Ù.

- Live action coordination °ú ÇÔ²² ±¤¹üÀ§ÇÑ background plate tool °ú camera projection mapping, precise camera       matching ,3D motion trackingÀ» Á¦°øÇÕ´Ï

´Ù.

- Render effect ´Â Ư¼öÈ¿°ú¸¦ À§ÇÑ »çÁø°°Àº °á°ú¸¦ blur, depth of field, glow, film grain, lens flare highlights ¿Í    color correction À¸·Î ½Ç½Ã°£À¸·Î Æ÷ÇÔ

ÇÕ´Ï´Ù.

- Environment ¿¡¼­ object¸¦ Exclude ÇÒ¼ö ÀÖÁö¸¸ Still ¿¡¸¸ ¿µÇâÀ» ¹ÌĨ´Ï´Ù.

- Mental Ray ¿Í ¿¬°áµÇ¾î  Á¤È®ÇÑ ±¤¼±°ú ´õ¾øÀÌ ÁÁÀº À̹ÌÁö¸¦ ¸¸µé¼ö ÀÖ½À´Ï´Ù.

- 12°³ ÀÌ»óÀÇ anti-aliasing filter ¸¦ Area, Blackman, Catmull-Rom, Softenµîµî ´õ¸¹Àº ¿É¼ÇÀ» ¼±ÅÃÇÔÀ¸·Î ´Ù¸¥ È¿°ú¸¦     º¼¼ö ÀÖµµ·Ï Á¦°øÇÕ´Ï´Ù.

- Key rendering stages ÀÇ Á÷Á¢ÀûÀÎ plugins Á¦¾î´Â ani-aliasing, shaders, sampling°ú shadows¸¦ Æ÷ÇÔÇÕ´Ï´Ù.


¶óÀÌÆ®

- Light ÇüÅ´ omni. free & target spot, free & target directional °ú shadows¿Í shadows color ¿Í density, projected    images, contrast, edge softness,

attenuation ¿Í decay ¸¦ Æ÷ÇÔÇÕ´Ï´Ù.

- ambient/diffuse/specular ÀÇ ºÐ¸®, solar location, volumetric lighting ÀÌ ÀÖ½À´Ï´Ù.

- glow, flare, streak, highlight °¡ »óÈ£ÀÛ¿ëÇÕ´Ï´Ù.

Ä«¸Þ¶ó

- »ê¾÷¿¡ ¾²ÀÌ´Â Ä«¸Þ¶ó ÇüÅÂ¿Í »ç¿ëÀÚ°¡ Á¤ÇÑ ¿É¼ÇÀ¸·Î »ç¿ëµÇ¾îÁö´Â Ä«¸Þ¶óÀÇ °¹¼ö´Â Á¦ÇÑÀÌ ¾ø½À´Ï´Ù.

- Clipping plane, dolly. FOV, grid overlay. orbit, roll, vertigo zoom, zoom°ú safe frame disply°¡ »óÈ£ÀÛ¿ëÇÕ´Ï´Ù.

- ¼öÆòÀ̳ª ¼öÁ÷À¸·Î ¾î´ÀÇÑÂÊÀ¸·Î Á¤È®ÇÑ Á¤·Ä ¶Ç´Â È­¸éÀÇ ´ë°¢¼± ±æÀÌ¿Í Á÷°¢¸ð¾çÀÇ Åõ¿µÀ» Áö¿øÇÕ´Ï´Ù.


È®Àå

- Plug-in ÀÇ ±¸Á¶´Â ´Ù¸¥ system ÀÇ ±¸¼º¿ä¼Ò¿Í ¹ÐÁ¢ÇÏ°Ô ±¸¼ºµÇ¾îÁý´Ï´Ù.

- Plug-in Àº Áß¿äÇÑ »õ·Î¿î ±â´ÉÀÌ Áö¿øµÇ´Â°ÍÀÌ ÁßÁ¡ÀûÀ¸·Î ÀÛ¿ëÇÕ´Ï´Ù.

- Free bundle software ÀÎ Developer's Kit (SDK) ´Â 50% ¼Ò½º Äڵ带 Á¦°øÇÔÀ¸·Î½á ´Ù¸¥ applicationÀ» °³¹ß ÇÒ¼ö ÀÖ½À´Ï´Ù.


Plug-in Classes

- Object type : 3D & 2D ÀÇ ±âº»ÀûÀÎ geometry classes¿Í, parametric objects, particle system, animation systems,       space warps, helper °¡ ÀÖ½À´Ï´Ù.

- Modeling operations : modifier ´Â ¿ÀºêÁ§Æ®ÀÇ ÆĶó¸ÞÅÍ ³ª world space ¿¡¼­ ÀÛ¿ëÇÒ¼öµµ ÀÖ½À´Ï´Ù

- Animation functions : controller ( for parameters, matrices, ¶Ç´Â system) , motion capture Àåºñ, utilities, sound,   key/time Á¶Á¤ ÀÌ ÀÖ½À´Ï´Ù.

- Image effect : layer, compositing, transition, one pass, image I/O,°ú Rendering effect ÀÇ »óÈ£ÀÛ¿ë ÀÌ ÀÖ½À´Ï´Ù.

- Scene interaction : object snaps, color pickers, utilities, user interface, DCOM application control ÀÌ ÀÖ½À´Ï´Ù.

- Rendering : complete renderers, anti-aliasing, shaders, samplers, environments, shadows, light, camera, material,    2D ¶Ç´Â 3D procedural, composite ¶Ç´Â

Á¤È®ÇÑ texutres °¡ ÀÖ½À´Ï´Ù.

- File I/O : geometry, scene, bitmap, image device, fonts, viewer °¡ ÀÖ½À´Ï´Ù.

½ºÅ©¸³Æ®

- ¸Æ½º ½ºÅ©¸³Æ® object-oriented ½ºÅ©¸³Æ® ¾ð¾î´Â SDK ¿Í ÇÔ²² Ç÷¯±×ÀÎ ÆĶó¸ÞŸ¿¡ Á¢±ÙÇϵµ·Ï Á¦°øÇÑ´Ù.

- ½ºÅ©¸³Æ®·Î ¸¸µç°ÍÀº ÀÎÅÍÆäÀ̽º¿¡ Àß ¸Â°Ô ºÒ·¯Áö°í ½ÃÀÛÇÒ¶§ ½ÃÀ۵ǰųª ÆÄÀÏ¿¡ »ðÀԵǾî ÀÛµ¿ÇÑ´Ù.

- Relative ¶Ç´Â Explicit ¸ðµå¾ÈÀÇ ¸Æ½º ½ºÅ©¸³Æ® ·¹ÄÚ´õ·Î µ¿ÀûÀ¸·Î Àоîµé¿© °£ÆíÇÑ ½ºÅ©¸³Æ®¸¦ ¸¸µé¼ö ÀÖ½À´Ï´Ù.

- ½ºÅ©¸³Æ® Ç÷¯±×ÀÎÀº Ç÷¯±×Àο¡ ÀÎÅÍÆäÀ̽º ¶Ç´Â ÇÑ ÀÎÅÍÆäÀ̽º ¾È¿¡¼­ ¿©·¯°³ÀÇ Ç÷¯±×ÀÎÀ» °áÇÕ½Ãų°ÇÁö¸¦ Ãß°¡ÇÒ¼ö ÀÖ   ½À´Ï´Ù.

Workfolw

- Àå¸éÀº ¾Ö´Ï¸ÞÀÌ¼Ç ¿ÀºêÁ§Æ®ÀÇ Á¤ÀÇ¿Í ·»´õ¸µ ¼±ÅÃÀ» ³»Æ÷ÇÏ°í ÀÖ½À´Ï´Ù.

- External reference ´Â Àå¸éÀ̳ª ¿ÀºêÁ§Æ®¸¦ 3D assets ¿¡°Ô ¿µÇâÀ» ÁÙ¼ö ÀÖ°Ô ÇÕ´Ï´Ù.

- Layered netsting °ú Local edit ¿Í ¸·´ëÇÑ ¾Ö´Ï¸ÞÀÌ¼Ç data ¸¦ ½±°Ô ³ª´©¾î¼­ ÇÒ¼ö ÀÖ½À´Ï´Ù.

- Undo ¿Í Redo ´Â ¼¼¹ÐÇÑ Á¤ÀÇ¿Í Àå¸é°ú ºäÆ÷Æ® ¸ñ·ÏÀ» ³ª´¯´Ï´Ù.

- context-sensitive menu ´Â ºü¸£°í  È¿°úÀûÀ¸·Î workflow ¸¦ ÀεµÇÕ´Ï´Ù.



½Ã½ºÅÛ ¿ä±¸»çÇ×

- Win 2000, NT, ¶Ç´Â Windows98

- ÃÖ¼Ò ÀÎÅÚ 300 Mhz ÇÁ·Î½ê¼­ ( ±ÇÀå : µà¾ó ÆæƼ¾ó3 ½Ã½ºÅÛ )

- ÃÖ¼Ò 128 Mb RAM °ú 300 MB ½º¿Ò °ø°£

- 1024 x 768 16-bit color Áö¿øÇÏ´Â ±×·¡ÇÈ Ä«µå ( OpenGL °ú Direct3D Çϵå¿þ¾î Áö¿ø, 24-bit color, 3D °¡¼Ó±â Áö¿ø)

- Windows-compliant pointing device ( ÀÎÅÚ ¸¶¿ì½º¿¡ ÃÖÀûÈ­ )

- CD-Rom Drive.

- ¿É¼Ç ¸ñ·Ï : »ç¿îµå Ä«µå¿Í ½ºÇÇÄ¿, ³×Æ®¿öÅ©, 3D °¡¼Ó±â, ºñµð¿À ÀÔÃâ·Â±â, Á¶À̽ºÆ½, ÈÙ¸¶¿ì½º.

- Windows 98 ¿¡¼­´Â ³×Æ®¿öÅ© ·»´õ¸µÀÌ Áö¿øµÇÁö ¾Ê½À´Ï´Ù

Áö¿ø ÆÄÀÏ ¸ñ·Ï

À̹ÌÁö ÆÄÀÏ : AVI , BMP , CIN, EPS, FLC, GIF*, JPG, PNG, RGB, RLA, RPF, TGA, TIF, YUV*, PSD*, MOV

3Â÷¿ø ÆÄÀÏ : IGES*, PRJ, SHP, STL, VRML, 3DS, ASCII, AI, DWG, DXF, FONT*

* <-- ´Â ¿ÀÁ÷ ÀÐÀ»¼ö¸¸ ÀÖ½À´Ï´Ù.

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