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- ºÐ·ùÀ§Ä¡ >> ±×·¡ÇÈ/¸ÖƼ¹Ìµð¾î >> 3ds max >>
Á¦¸ñ : 3D Á¶¸í ±â¹ýÀÇ ¸ðµç °Í 3DS MAX LIGHTING
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ISBN : 9788901101262 ÃâÆÇÀÏ : -
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3D ±×·¡ÇÈÀ» ÀÌ¿ëÇÏ¿© Àå¸éÀ» ¿¬ÃâÇϱâ À§Çؼ­ ²À ¾Ë¾ÆµÎ¸é ÁÁÀº »öä¿¡ ´ëÇÑ ±âº» Áö½ÄÀ» ½ÀµæÇÏ¿© µðÁöÅÐ ¶óÀÌÆÃ, Áï 3D LightingÀÇ ±âº»À» źźÇÏ°Ô ¸¸µé ¼ö ÀÖµµ·Ï µ½´Â Ã¥ÀÌ´Ù. Àå¸éÀ» º¸´Â »ç¶÷µé·Î ÇÏ¿©±Ý ¼³µæ·Â ÀÖ´Â Á¶¸í ÀÛ¾÷À» ¸¸µé±â À§ÇØ ¸¸Á·ÇÒ¸¸ÇÑ °á°ú¹°À» ¸¸µé ¼ö ÀÖµµ·Ï, ÀÌ·ÐÀ¸·Î ÀÌÇØÇÏ°í Á÷Á¢ µû¶óÇØ º¼ ¼ö ÀÖµµ·Ï ±¸¼ºµÈ Ã¥.

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PART 01 Lighting Theory(ºûÀÇ ÀÌ·Ð)

Warming Up _ ºûÀÇ ÀǹÌ

CHAPTER 01 ºûÀÇ ÀǹÌ, Ư¼º ¹× ¼Ó¼º
01 ºûÀÇ ¹æÇ⼺(Direction)°ú Á¶¸íÀÇ Åæ(Tone)
02 ±×¸²ÀÚ(Shadow)
03 ¹Ý»ç/±¼Àý(Reflection/Refraction)

CHAPTER 02 Á¶¸íÀÇ ¿ä¼Ò(´ÜÀ§)
01 ±¤¼Ó(Flux of Light or Luminous Flux, ÎÃáÖ)
02 »ö¿Âµµ(Color Temperature)
03 ¿¬»ö¼º(Color Rendering, æÑßäàõ)


CHAPTER 03»ö(Color)
01 »ö»óÀÇ ±âº»ÀûÀÎ ±¸ºÐ
02 »ö»óÀÇ ±âº»ÀûÀÎ ÀÌ·Ð
Special Page Á¶°Çµî»öÀÌ »ý±â´Â Á¶°Ç
03 »öÀÇ Æ¯Â¡/¼Ó¼º
04 »öÀÇ 3¼Ó¼º
05 »öÀÇ È¥ÇÕ(Color Mix)/»öÀÇ »ó¡¼º°ú Á¤¼­(Color Symbol & Emotional)


PART02 3D ±×·¡ÇÈÀÇ ¶óÀÌÆÃ3D

Warming Up _ 3D Graphic Lighting

CHAPTER 01 ¶óÀÌÆ®ÀÇ Á¾·ù¿Í Ư¡
01 Point Light(Omni Light)
02 Directional Light(Infinite Light)
03 Spot Light
04 Area Light
05 Linear Light
06 Ambient Light
07 Volume Light
Special Page Raster Graphic ±â¼úÀ̶õ

CHAPTER 02 LightÀÇ ±¸¼º¿ä¼Ò¿Í Ư¡
01 À§Ä¡(Position)¿Í ¿òÁ÷ÀÓ(Movement)
02 ºûÀÇ »ö»ó(Color)
03 °­µµ(Intensity)
04 °¨¼â(Decay)
05 ±×¸²ÀÚ(Shadow)

CHAPTER 03 Áö¿ª Á¶¸í/±¤¿ª Á¶¸í/±¤ÀÚ ¸Ê
01 Local Illumination/Global Illumination
02 Raytrace(±¤¼±ÃßÀû ¹æ½Ä)
03 Radiosity(Á¶µµ °è»ê¹ý)
04 Photon Map(±¤ÀÚ ¸Ê)

PART03 ±âº»ÀûÀÎ 3D ±×·¡ÇÈÀÇ ¶óÀÌÆÃ

Warming Up _ Operation 3D Graphic Lighting

CHAPTER 01 3Á¡ ¶óÀÌÆ®
01 ÁÖ Á¶¸í(Key Light) ¼³Ä¡Çϱâ
02 º¸Á¶ Á¶¸í(Fill Light) ¼³Ä¡Çϱâ
03 ¿ª Á¶¸í(Back Light) ¼³Ä¡Çϱâ

CHAPTER 02 3Á¡ ¶óÀÌÆ®(3Point Light)¸¦ ÀÀ¿ëÇÑ ¿©·¯ °¡Áö Á¶¸í ¹æ½Ä
01 ½ÇÁ¦ ¼¼°èÀÇ Á¶¸íÀ» ÀÌÇØÇϴµ¥ ÇÊ¿äÇÑ 5°¡Áö ¼Ó¼º
02 3Á¡ ¶óÀÌÆ®(3Point Light)¸¦ ÀÀ¿ëÇÑ ¿©·¯ °¡Áö Á¶¸í ¹æ½Ä

CHAPTER 03 Natural Dome Lighting
01 Natural Dome Lighting
02 °¢°¢ÀÇ ÆгΠ¾Ë¾Æº¸±â


PART 04 3ds Max Lights

Warming Up _ 3ds Max Lights

CHAPTER 01 ±âº»ÀûÀÎ ¶óÀÌÆ®ÀÇ Á¾·ù¿Í ÇüÅÂ
01 Default Light-Spot Light/Direct Light/Omni Light
02 Shadow Parameters/Shadow Map Parameters
03 Environment
04 System Light-Sunlight, Daylight


CHAPTER 02 Photometric Light Type
01 Point Light/Linear Light/Area Light
02 IES Sun/IES Sky

CHAPTER 03 Advance Lighting
01 Skylight
02 Light Tracer

CHAPTER 04 Radiosity
01 Radiosity Processing Parameters
02 Radisity Meshing Parameters
03 Light Painting
04 Rendering Parameters
05 Statistics
Special Page Rdiosity¸¦ °¢°¢ÀÇ ¿ÀºêÁ§Æ®º°·Î Á¶ÀýÇϱâ
06 Exposure Control
Special Page Lighting Analysis

PART 05 HDRI

Warming Up _ HDRI

CHAPTER 01 HDRI
01 HDRI(High Dynamic Range Image)ÀÇ ÀǹÌ/Ư¼º
02 HDRI(High Dynamic Range Image)ÀÇ Á¾·ù
03 HDRI(High Dynamic Range Image) vs LDRI(Low Dynamic Range Image)

CHAPTER 02 HDRIÀÇ Á¾·ù
01 HDRI(High Dynamic Range Image)ÀÇ Format
02 Max¿¡¼­ÀÇ HDRI À̹ÌÁöÀÇ »ç¿ë
03 HDRI Load Settings
04 Max¿¡¼­ÀÇ HDRI À̹ÌÁöÀÇ »ç¿ë 2

PART 06 Rendering

Warming Up _ Rendering

CHAPTER 01 Rendering AlgorithmÀÇ Á¾·ù¿Í Ư¡
01 Wireframe Rendering Algorithm
02 Z-Buffer Rendering Algorithm/Scan-Line Rendering Algorithm
03 Ray Tracing Rendering Algorithm
04 Ray Casting Rendering Algorithm
05 Radiosity Rendering Algorithm
06 Local Illumination Rendering Algorithm/Global Illumination Rendering Algorithm
07 Photon Map Rendering Algorithm

CHAPTER 02 Default Scanline Renderer Panel
01 Common ÅÇ
02 Render ÅÇ(Default Scanline Renderer)
03 Render Elements ÅÇ
04 Raytracer ÅÇ

CHAPTER 03 Mental Ray
01 Mental Ray Renderer ¼³Á¤
02 Renderer ÅÇ
03 Processing ÅÇ
Special Page Caustic È¿°ú ¸¸µé±â

PART 07 Tutorial

Warming Up _ Tutorial

CHAPTER 01 Scanline Rendering
01 Fake-Global Illumination 01
02 Fake-Global Illumination 02
03 IES Data È°¿ëÇÑ ½Ç³»
04 Semi Exterior
05 Exterior

CHAPTER 02 V - Ray Renderer
01 Interior-01
02 Interior-02
03 Exterior


CHAPTER 03 Mental Ray
01 GI-Basic-01
02 GI-Basic 02
03 Interior-01
04 Interior-02-IES
05 Exterior
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