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- (20°) Àüü : 11½Ã°£ 43ºÐ|Æò±Õ : 35ºÐ8ÃÊ
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- ¾ËÁö¿À R&D [¸ÖƼ¹Ìµð¾î]
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- 510,000¿ø

- 255,000¿ø
½ºÄÉÄ¡¾÷ ºêÀÌ·¹ÀÌ Àΰ Æò»ý±³À°¿ø ±³À° ¾È³»
[½ºÄÉÄ¡¾÷ ±ÇÀå ÇнÀ¼ø¼]
½ºÄÉÄ¡¾÷ ¡æ ½ºÄÉÄ¡¾÷ ¸ðµ¨¸µ ¡æ ½ºÄÉÄ¡¾÷ ºêÀÌ·¹ÀÌ ¡æ Æ÷µð¿ò / ÇǶó³×½Ã [½Ç¹«]
½ºÄÉÄ¡¾÷ ºêÀÌ·¹À̸¦ ÀÌ¿ëÇÑ ½Ç»ç SKETCHUP V RAY ·£´õ¸µ¿¡ Æ¯ÈµÈ ½Ç¹« °ÁÂÀÔ´Ï´Ù.
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01.35ºÐ
V-Ray ´Ù¿î·Îµå ¹× ±âº»
´Ù¿î·Îµå ¹× ¼³Ä¡/·£´õ¸µÀÇ ¿ä¼Ò/±¤¿ªÁ¶¸í(GI), ¹Ý»ç±¤(BL)Vray Åø¹ÙRender Option/Material/Light/Edit Light
Ã¥°¥ÇÇ[00:00] ´Ù¿î·Îµå ¹× ¼³Ä¡/[01:00] µµ±¸ ¸ðÀ½ Ãß°¡/[01:46] ·£´õ¸µÀÇ ¿ä¼Ò/[02:20] Á¶¸í/[02:45] ÀçÁú/[03:01] Áú°¨/[03:35] ±¤¿ªÁ¶¸í(GI)/[03:54] ±¤¿ªÁ¶¸í(GI)ÀÇ ¸ñÀû/[04:37] ¹Ý»ç±¤(BL)/[06:39] Meterial Editor/[07:25] Render Option/[07:52] Frame Buffer/[08:24] Render Progress/[09:00] light/[09:33] Render Option/[09:46] Global Switches/[10:18] System/[10:30] Camera/[11:09] Physical Camera/[12:10] Output/[12:44] Environment/[13:19] Image Sampler/DMC Sampler/[14:20] Color Mapping/VFB Channels/Displacement/[14:42] Indirect Illumination/[15:52] Irradiance Map/Light Cache/Caustics/[16:42] File/[18:58] Render/[19:39] Render Option/[19:55] Hidden Lights/Default Lights/[21:13] Low thread priority/[22:16] Render/[23:14] ¹Ù´Ú¸é »ý¼º/[23:57] File-Load/[24:14] Output »çÀÌÁî º¯°æ/Progress⠴ݱâ/[25:33] ±×¸²ÀÚ°¡ ³ª¿À´Â ÀÌÀ¯/[26:03] Material Editor/[26:37] ADd material/[27:47] Apply material to object/[30:05] Light/[33:09] Edit Light
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02.35ºÐ
Material Editor ¿Í Á¶¸íÀÇ »ðÀÔ
Material Preview/Material Workspace/Add VRayMtl/Diffuse/Purge unused materials/Rendering/Á¶¸íÃß°¡/Edit Light
Ã¥°¥ÇÇ[00:00] ¸ðµ¨ ¹× ¿É¼Ç/[02:35] Material Preview/[03:29] Material Workspace/[03:59] Add VRayMtl/[06:54] Diffuse/[10:06] ¹Ù´ÚÀçÁú/[11:50] Purge unused materials/[14:05] Rendering/[16:00] Ground/[17:14] Red, Green, Orange/[21:55] Rendering/[23:41] Á¶¸íÃß°¡/[26:12] Edit Light/[30:13] Á¶¸íÀÇ Å©±â¿¡ µû¸¥ Â÷ÀÌ
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03.34ºÐ
Á¶¸í¿É¼Ç°ú Reflection Layer
»ç°¢Çü, Æ÷ÀÎÆ®Á¶¸í/Invisible//Double-Sided/Edit Light/Á¶¸íÀÇ À§Ä¡¿¡ µû¸¥ º¯È/Checker Material/Reflection/Filter
Ã¥°¥ÇÇ[00:00] »ç°¢ÇüÁ¶¸í/[02:33] Æ÷ÀÎÆ®Á¶¸í/[03:57] Invisible Ã¼Å©ÇØÁ¦/[06:49] Invisible üũ/[07:52] ¸ðµ¨¸µ ¹× ¿É¼Ç/[11:52] Double-Sided/[13:30] Edit Light/[14:24] Á¶¸íÀÇ À§Ä¡¿¡ µû¸¥ º¯È/[18:53] ¸ðµ¨¸µ ¹× ¿É¼Ç/[21:00] Checker Material/[24:20] Sphere, Reflection/[27:18] Reflection/[31:54] Filter
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04.34ºÐ
Reflection & Refraction
Glossiness/Subdivs/Fresnel/Background/Diffuse Color/Transparency/RefractionFog color
Ã¥°¥ÇÇ[00:00] ±âº»»çȲȮÀÎ/[01:54] Glossiness/[03:37] Subdivs/[06:32] Reflection/[10:39] Fresnel/[12:53] Background/[14:41] Diffuse Color/[17:07] Transparency/[20:34] ±âº»»çÇ×È®ÀÎ/[23:14] Refraction/[25:55] Transparency/[29:39] Fog color
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05.30ºÐ
Refraction Layer
Fog color/Multiplier/Affect Shadows/Åõ¸íÇÑ ±×¸²ÀÚ/³»ºÎ·Î À¯ÀԵǴ ºûÈ¿°ú/Translucency
Ã¥°¥ÇÇ[00:00] Fog color/[01:55] Multiplier/[04:39] Affect Shadows/[08:00] Åõ¸íÇÑ ±×¸²ÀÚ/[09:00] ±âº» ¼ÂÆÃ/[12:02] Affect Shadows Ã¼Å©ÇØÁ¦/[16:47] Affect Shadows üũ/[20:24] Translucency/[24:35] Translucency È¿°úÀû¿ë
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06.34ºÐ
Emissive Layers
Emissive/Option/Àü±¸¸¸µé±â/Color/Intensity/Bitmap/LCDÈ¿°ú/Áú°¨È¸Àü, Å©±â, À̵¿, º¯Çü, ¿Ö°î
Ã¥°¥ÇÇ[00:00] ±âº»»çÇ×È®ÀÎ/[01:08] Emissive Layers/[04:30] Option/[05:22] Àü±¸/[10:10] Emissive/[13:04] Color, Intensity/[15:25] Bitmap/[18:59] LCD ¸ðµ¨¸µ/[22:01] LCD È¿°ú/[24:52] Option/[26:25] Áú°¨È¸Àü, Å©±â¼öÁ¤/[31:57] Áú°¨ºñÀ², À̵¿, º¯Çü, ¿Ö°î
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07.36ºÐ
VRay3SidedMtl & GI
Vray2SidedMtl/Color/Emissive/Omni Light/VraySkp2SidedMtl/VrayToonMtl/VrayAngleBlendMtl/GI¼³Á¤
Ã¥°¥ÇÇ[00:00] ±âº»»çÇ×È®ÀÎ/[01:40] ¸ðµ¨¸µ/[04:03] Vray2SidedMtl/[08:24] or, Emissive/[11:46] Omni Light/[15:24] ¸ðµ¨¸µ/[16:58] VraySkp2SidedMtl/[19:25] ¸ðµ¨¸µ, ÀçÁú/[20:51] VrayToonMtl/[24:22] VrayAngleBlendMtl/[25:34] ±âº»»çÇ×È®ÀÎ/[28:33] GI¼³Á¤/[31:36] ±âº»»çÇ×È®ÀÎ, ÀÇÀÚ»öº¯°æ
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08.32ºÐ
½Ç³»¿Í ½Ç¿Ü»óȲ¿¡¼ÀÇ GI¿Í Á¶¸í¼³Á¤
GI¼³Á¤/½Ç¿Üȯ°æ/½Ç³»È¯°æ/Á¶¸í»ý¼º/À¯¸®º®»ý¼º/Affect Shadows
Ã¥°¥ÇÇ[00:00] GI ¼³Á¤/[03:43] ¸ðµ¨¸µ, Á¶¸í/[08:23] ½Ç³»È¯°æ/[09:58] ±¸¸Û»ý¼º/[11:59] ±âº»»çÇ×È®ÀÎ/[15:26] GI ¼³Á¤/[17:32] ±¸¸Û Â÷´Ü, Á¶¸í»ý¼º/[22:35] Á¶¸í/[24:25] À¯¸®º® »ý¼º/[28:52] Affect Shadows
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09.38ºÐ
HDRI È¿°ú¿Í Global Switches
HDRI/Global Switches/Override materials/Lighting/Indirect Illumination/Raytracing/Gamma Correction
Ã¥°¥ÇÇ[00:00] ±âº»»çÇ×È®ÀÎ/[03:10] HDRI ´Ù¿î·Îµå/[05:38] HDRI »ðÀÔ/[08:27] ¹Ý»çÈ¿°ú/[11:58] free_007 »ðÀÔ/[15:23] Render Option/[19:10] Global Switches/[24:42] Override materials/[28:07] Render/[30:33] Lighting/[33:09] Indirect Illumination/[34:26] Raytracing, Gamma Correction
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10.37ºÐ
Render Option part1 - System, Physical Camera
Raycaster Params/Region Division/Order/Distributed Rendering/Default Camera/Fish Eye/Physical Camera
Ã¥°¥ÇÇ[00:00] Raycaster Params/[05:23] Region Division/[10:06] Order/[15:18] Distributed Rendering/[17:02] Default Camera/[18:46] Type/[22:49] Fish Eye/[27:45] ±âº»»çÇ×È®ÀÎ/[30:52] Type/[32:29] Physical Camera È¿°úÈ®ÀÎ
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11.34ºÐ
Render Option part2 - Physical Camera
Shutter speed/Shutter angle/offset/Zoom/F-number/Film speed(ISO)/Distortion/White balance/Vignetting/Depth of Field
Ã¥°¥ÇÇ[00:00] ±âº»»çÇ×È®ÀÎ/[01:34] Shutter speed/[05:32] Shutter angle, offset/[06:55] Zoom/[09:01] F-number/[12:49] Film speed(ISO)/[15:22] Distortion/[17:06] White balance/[22:28] Exposure/[23:15] Vignetting/[26:11] Depth of Field/[29:43] DOF È¿°úÈ®ÀÎ
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12.33ºÐ
Render Option part3 - Depth of Field, Output
DOF/Aperture/Center Bias/Sides/Anisotropy/Override Focal Dist/Rotation/Subdivs/Motion Blur/Output/Animation
Ã¥°¥ÇÇ[00:00] DOF/[01:12] Aperture/[05:07] Center Bias, Sides/[06:44] Anisotropy/[09:42] Override Focal Dist/[14:40] Rotation, Subdivs/[15:58] Motion Blur/[18:43] Output/[20:59] Override Viewport/[23:29] Get view aspect/[26:16] Render Output/[27:39] Animation
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13.35ºÐ
Render Option part4 - Environment, VraySun&Sky
GI(Skylight)/HDRI/Reflection/Refraction/Sky/Sun/Turbidity/Sampling/Shadows
Ã¥°¥ÇÇ[00:00] Environment/[02:37] GI(Skylight)/[06:19] HDRI/[09:16] Reflection, Refraction/[12:34] Sky/[15:19] Sky »ðÀÔ/[20:54] Sun/[22:02] Turbidity/[24:36] »õÆÄÀÏ/[26:59] Turbidity ½Ç½À/[27:58] ±× ¿Ü ¿É¼Ç/[30:04] Sampling/[31:02] Shadows
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14.35ºÐ
Render Option part5 - Image Sampler, DMC Sampler
Fixed Rate/Adaptive DMC/Adaptive Subdivision/Antialiasing filter/DMC Sampler/Color Mapping
Ã¥°¥ÇÇ[00:00] Image Sampler/[04:28] Fixed Rate/[09:23] Adaptive DMC/[14:32] Adaptive Subdivision/[17:59] Threshold, Normals, Show Samples/[19:36] Antialiasing filter/[21:14] DMC Sampler/[24:57] Noise Threshold/[27:11] Min Samples, Subdiv Mult/[30:32] Color Mapping/[32:17] Linear Multiply/[34:13] Exponential
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15.35ºÐ
Render Option part6 - Color Mapping, VFB Channels
HSV Exponential/Intensity Exponential/Reinhard/VFB Channels/Bump/Displacement/Disable Volume Fog
Ã¥°¥ÇÇ[00:00] HSV Exponential/[01:42] Intensity Exponential/[03:59] Reinhard/[05:30] Dark, Bright Multiplier/[07:27] Multiplier, Inverse Gamma/[09:14] Affect Background, Sub-pixel/[11:06] VFB ±âº»¸¸µé±â/[14:11] VFB Channels/[19:06] ±âº»»çÇ×È®ÀÎ/[20:27] Bump/[24:34] Displacement/[27:21] Background/[29:21] Trace Reflections, Refractions/[32:34] Disable Volume Fog
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16.36ºÐ
Render Option part7 - Displacement, Indirect Illumination
Displacement/Amount/Indirect Illumination/Post Processing/Saturation/Contrast/Primary Engine/Secondary Engine
Ã¥°¥ÇÇ[00:00] Displacement/[03:13] Amount/[06:02] ±âº»»çÇ×È®ÀÎ/[08:24] Indirect Illumination/[10:20] GI, Background/[13:59] Post Processing, Saturation/[18:07] Contrast/[21:41] Contrast Base/[23:38] Primary Engine/[27:51] Primary Engine °á°ú/[30:00] Secondary Engine °á°ú/[32:22] Irradiance Map
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17.34ºÐ
Vray Engine part1 - Irradiance Map ¿Í Photon Map
Basic Parameters/Basic Options/Detail enhancement/Advanced Options/Mode/Current Map/Post Render/Photon Map/Convex Hull Estimate
Ã¥°¥ÇÇ[00:00] Basic Parameters/[05:14] Basic Options/[07:29] Detail enhancement/[09:58] Advanced Options/[16:14] Mode, Current Map, Post Render/[20:07] ±âº»»çÇ×È®ÀÎ/[22:42] Photon Map/[27:31] Multiplier/[30:21] Convex Hull Estimate/[31:55] Mode, Current Map, Post Render
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18.36ºÐ
Vray Engine part2 - DMC ¿Í Light Cache
DMC/Light Cache/Sample Size/Store Direct Light/Pre-filter/Filter/Mode/Caustics
Ã¥°¥ÇÇ[00:00] ±âº»»çÇ×È®ÀÎ/[06:42] DMC/[10:48] Light Cache/[14:12] Sample Size/[16:54] Store Direct Light/[20:58] Pre-filter/[22:13] Filter/[26:29] Mode/[29:42] ±âº»»çÇ×È®ÀÎ/[33:19] Caustics
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19.38ºÐ
Caustics, VFB
Caustics/Mode/File/VFB/VFB Channels/Track mouse/Render time/Omni Light/Multiplier/Color
Ã¥°¥ÇÇ[00:00] Caustics/[04:45] Mode/[06:45] File/[08:35] VFB/[13:07] VFB Channels/[14:45] Track mouse/[17:23] Çϴܸ޴º/[21:07] Render time/[24:56] ±âº»»çÇ×È®ÀÎ/[29:42] Omni Light/[33:56] Multiplier/[36:55] Color
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20.42ºÐ
Light - Omni, Rectangle
Sampling/Shadows/Radius/Color/Rectangle Light/Double-Sided/Invisible/No Decay/Á¶¸í½Ç½À/ÀçÁúÈ¿°ú
Ã¥°¥ÇÇ[00:00] Option/[03:36] Sampling/[04:36] Shadows/[07:53] Radius/[10:33] Shadow Color/[12:28] ±âº»»çÇ×È®ÀÎ/[13:46] Rectangle Light/[22:47] Color/[23:59] Double-Sided/[28:07] Invisible/[29:33] No Decay/[31:46] Affect Diffuse/[33:50] Sampling/[34:32] Shadows/[35:37] Á¶¸í½Ç½À/[40:02] ÀçÁúÈ¿°ú
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½ºÄÉÄ¡¾÷ 2014

½ºÄÉÄ¡¾÷ 2014 Àΰ Æò»ý±³À°¿ø ±³À° ¾È³»
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½ºÄÉÄ¡¾÷2014 ¡æ ½ºÄÉÄ¡¾÷2014 [½Ç¹«] ¡æ ½ºÄÉÄ¡¾÷ ¸ðµ¨¸µ+ºêÀÌ·¹ÀÌ 2.0 ¡æ Æ÷µð¿ò / ÇǶó³×½Ã [½Ç¹«]
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½ºÄÉÄ¡¾÷ 2014 [½Ç¹«]

½ºÄÉÄ¡¾÷ 2014 Àΰ Æò»ý±³À°¿ø ±³À° ¾È³»
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½ºÄÉÄ¡¾÷2014 ¡æ ½ºÄÉÄ¡¾÷2014 [½Ç¹«] ¡æ ½ºÄÉÄ¡¾÷ ¸ðµ¨¸µ+ºêÀÌ·¹ÀÌ 2.0 ¡æ Æ÷µð¿ò / ÇǶó³×½Ã [½Ç¹«]
±âº» °ÀǸ¦ ÅëÇØ ¹è¿î ÅøÀ» Ȱ¿ëÇÏ¿©, °£´ÜÇÑ ÀÎÅ׸®¾î ¼Òǰ ¸ðµ¨¸µºÎÅÍ °ÇÃà ¸ðµ¨¸µ±îÁö ¸ðµ¨¸µ °æÇèÀ» ÇÏ°Ô µË´Ï´Ù. ÇØ´ç °ÀǸ¦ ¼ö°ÇÔÀ¸·Î½á ½ºÄÉÄ¡¾÷ ¸ðµ¨¸µ ´É·ÂÀÇ ±â¹ÝÀ» źźÇÏ°Ô ¸¸µé ¼ö ÀÖ½À´Ï´Ù.
ÇнÀ±â°£ : 2°³¿ù/°ÀǼö : 22°/ÁøÇà½Ã°£ : 24½Ã°£ 44ºÐ/¼ö°·á : 510,000¿ø 255,000¿ø
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½ºÄÉÄ¡¾÷ ºêÀÌ·¹ÀÌ + ¸ðµ¨¸µ ·£´õ¸µ

½ºÄÉÄ¡¾÷ ºêÀÌ·¹ÀÌ + ¸ðµ¨¸µ ·£´õ¸µ Àΰ Æò»ý±³À°¿ø ±³À° ¾È³»
½ºÄÉÄ¡¾÷À» Ȱ¿ëÇÑ ºêÀÌ·¹ÀÌ ¸ðµ¨¸µ Àº 3D °ÇÃà ¸ðµ¨¸µ °ú ºêÀÌ·¹ÀÌ ·£´õ¸µÀ» ÀÌ¿ëÇÑ ½ºÄÉÄ¡¾÷ ½Ç»ç ·£´õ¸µ¿¡ Æ¯ÈµÈ ½Ç¹« °ÁÂÀÔ´Ï´Ù. (VRAY V2.0)
ÇнÀ±â°£ : 2°³¿ù/°ÀǼö : 44°/ÁøÇà½Ã°£ : 30½Ã°£ 27ºÐ/¼ö°·á : 510,000¿ø 255,000¿ø