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    3DS MAX LIGHTING 3D Á¶¸í±â¹ýÀÇ ¸ðµç °Í

    3DS MAX LIGHTING 3D Á¶¸í±â¹ýÀÇ ¸ðµç °Í

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    ISBN: 9788901101262 680ÂÊ 220 x 280 (§®)

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    [3ds Max LightingÀÇ ¸ðµç °ÍÀ» ´ãÀº Áß±Þ È°¿ë¼­!]

    ÇÊÀÚ°¡ 10³âÀÌ ³Ñµµ·Ï 3ds Max¸¦ ÀÛ¾÷Çϸ鼭 Á¤¸®ÇÑ ³»¿ëÀ» ÇÑ ±ÇÀÇ Ã¥À¸·Î ÇÔÃàÇؼ­ ´ã¾Ò½À´Ï´Ù. ±×·¡ÇÈ µðÀÚÀ̳ÊÀÇ ÀÔÀå¿¡¼­ ½ÇÁ¦ Á¶¸íÀÇ À̷п¡ ´ëÇØ Á¤È®ÇÏ°Ô ÀÎÁöÇÑ´Ù´Â °ÍÀº ¸Å¿ì ¾î·Á¿î ÀÏÀÌÁö¸¸ Á¶¸í¿¡ ´ëÇÑ ÀÌ·ÐÀûÀÎ ºÎºÐÀ» ÀÌÇØÇÑ´Ù¸é Á¶±Ý ´õ ÁÁÀº Ä÷¸®Æ¼ÀÇ °á°ú¹°À» ¿Ï¼ºÇÒ ¼ö ÀÖ½À´Ï´Ù. Á¶¸í¿¡ ´ëÇÑ ÀÌ·ÐÀûÀÎ ºÎºÐÀ» ÀÌÇØÇÏ°í ½ÇÁ¦ CG¿¡ ¾î¶² ¹æ½ÄÀ¸·Î Á¢±ÙÀ» ÇÏ´Â °ÍÀÌ È¿°úÀûÀΰ¡¸¦ º¸¿©ÁÖ´Â È°¿ë¼­·Î 3ds Max¸¦ ¾î´À Á¤µµ ´Ù·ê ÁÙ ¾Æ´Â »ç¿ëÀÚ¿¡°Ô´Â ½Ç¹«¿¡ Å« µµ¿òÀÌ µÉ °ÍÀÔ´Ï´Ù.



    * ´ë»óµ¶ÀÚ

    - 3ds Max¸¦ ¾î´À Á¤µµ ´Ù·ê ¼ö ÀÖÀ¸³ª ÀÚ½ÅÀÇ ½Ç·ÂÀ» ¾÷±×·¹À̵å ÇÏ°í ½Í¾î ÇÏ´Â »ç¿ëÀÚ

    - 3ds Max Lighting¿¡ ´ëÇÑ ±âÃÊ ÀÌ·ÐÀ» ¾Ë°í ½ÍÀº »ç¿ëÀÚ



    [CG¿¡¼­ÀÇ Light ¼³Á¤¿¡ ²À ÇÊ¿äÇÑ Áöħ¼­!]

    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 µµ¿ÍÁÝ´Ï´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¥ÀÔ´Ï´Ù.



    * ÆÄÆ® º° ³»¿ë ±¸¼º



    PART 01

    CG¿¡¼­ÀÇ ºûÀÌ ¾Æ´Ñ ½ÇÁ¦ ºû¿¡ °üÇÏ¿© ¾î¶² ½ÄÀ¸·Î ±¸¼ºµÇ°í Á¾·ù¸¦ ³ª´©¸ç ºû°ú Ä÷¯ÀÇ »ó°ü°ü°è µî¿¡ ´ëÇÑ ÀÌ·ÐÀûÀÎ ³»¿ëÀ» ´ã°í ÀÖ½À´Ï´Ù.



    PART 02

    3D Graphic¿¡¼­ ½ÇÁ¦ ºûÀÇ ¼ºÁúÀ» ¾î¶² ¹æ½ÄÀ¸·Î Àû¿ëÇÏ¸ç ¾î¶² Ư¡ÀÌ Àִ°¡¿¡ ´ëÇÑ ³»¿ë°ú ¼ºÁú ¹× Á¾·ù, ±× ¼ºÁú¿¡ µû¸¥ Ư¼º¿¡ ´ëÇÏ¿© ¾Ë¾Æº¾´Ï´Ù.



    PART 03

    3D¿¡¼­ »ç¿ëÇÏ´Â LightµéÀÌ ½ÇÁ¦ Àû¿ëµÇ´Â ±âº»ÀûÀÎ ¹æ½Ä¿¡ ´ëÇÏ¿© ¸î¸î ¿¹½Ã¸¦ ÅëÇÏ¿© ÇнÀÇÏ´Â ³»¿ëÀ¸·Î ±¸¼ºÇÏ¿´½À´Ï´Ù.



    PART 04

    Max¿¡¼­ »ç¿ëµÇ´Â LightÀÇ Á¾·ù¿Í Ư¡¿¡ ´ëÇÑ ¼³¸íÇÏ¿´½À´Ï´Ù.



    PART 05

    ½ÇÁ¦ Object Light°¡ ¾Æ´Ñ À̹ÌÁö·Î¼­ ±¤¿ø È¿°ú¸¦ °¡Áö´Â HDRI(High Dynamic Range Image)ÀÇ ÀǹÌ/Ư¼º¿¡ ´ëÇÑ ¼³¸í°ú °£´ÜÇÑ ¿¹Á¦¸¦ ÅëÇÏ¿© »ç¿ë ¹æ¹ýÀ» ¼³¸íÇÏ¿´½À´Ï´Ù.



    PART 06

    Max¿¡¼­ ±âº»À¸·Î žÀçµÇ¾î ÀÖ´Â Default Scanline/Mental Ray Renderer¿¡ ´ëÇÑ ¸Å´º¾ó°ú È¿À²ÀûÀÎ ¿î¿µ ¹æ½Ä¿¡ ´ëÇÏ¿© ¼³¸íÇÏ¿´½À´Ï´Ù.



    PART 07

    ¾Õ¿¡¼­ ¾Ë¾Æº» ³»¿ëµéÀ» Åä´ë·Î ÇÏ¿© °¢°¢ Default Scanline/V-Ray/Mental Ray µîÀ» ÀÌ¿ëÇÏ¿© Àå¸é µîÀ» ±¸¼ºÇÏ´Â ¿¹Á¦ÀÔ´Ï´Ù.

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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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