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[Á¦Ç°¼Ò°³]DiscreetÞä 3ds max4.0 ¹ßÇ¥   2001-09-03
Discreet´Â 3ds max4.0(magma1.0)À» ¹ßÇ¥ÇÏ¿´´Ù. 2001³â »ó¹Ý±âÁß Ãâ½Ã ¿¹Á¤À̸ç magma1.0Àº ±âÁ¸ 3ds max¿¡¼­ ¸¹Àº ±â´ÉµéÀÌ ¹Ù²î°Å³ª »õ·Î¿î ±â´ÉµéÀÌ »ý¼ºµÇ¾ú´Ù.
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Discreet´Â 3ds max4.0(ÄÚµå¸í magma1.0)À» ¹ßÇ¥ÇÏ¿´´Ù. 2001³â »ó¹Ý±âÁß »ç¿ë°¡´ÉÇÏ°Ô µÉ °ÍÀÌ¸ç °¡°ÝÀº $3,495, 3ds max 3.0¿¡¼­ÀÇ ¾÷±×·¹ÀÌµå °¡°ÝÀº $795Á¤µµÀÌ´Ù.
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»õ·Î¿î ±â´Éµé¿¡ ´ëÇÑ ¼³¸í

1 - °¢°¢ÀÇ ÆäÀ̽º¸¶´Ù ¿©·¯°¡Áö ÅؽºÃĸÊÇÎÀ» ÇÒ ¼ö ÀÖµµ·Ï µÇ¾ú½À´Ï´Ù. Åõ¸í¸Ê, phong highlight µîÀÇ ºí·£µå󸮸¦ Á¦°øÇÕ´Ï´Ù.

2 - Heirarchial ÆäÀ̽º ºÐÇÒ°ú ÆäÀ̽ºÀÇ ÀϺκп¡ smooth ¸¦ Àû¿ëÇÒ ¼ö ÀÖµµ·Ï µÇ¾ú½À´Ï´Ù. ÀÌ ±â´É¿¡ ¸î °¡Áö°¡ ´õ ÀÖ½À´Ï´Ù.

3 - ½º¹«½Ì±×·ì°ú ¸ÊÇÎä³Î, ¹öÅؽºÄ÷¯ µîÀ¸·Î »õ·Î¿î Æú¸®°ï¸ðµ¨¸µÀÌ ¿Ï¼ºµÇ¾ú´Ù°í ÇÕ´Ï´Ù. ÀÌ·¯ÇÑ Æú¸®°ï¸ðµ¨¸µÀº Æú¸®°ï¸ðµ¨À» ÃÖÀûÈ­ÇÒ ¼ö ÀÖ½À´Ï´Ù.

4 - ±âÁ¸ ¸Æ½º¿¡¼­ Ãß°¡µÇ¾ú´ø NURMS °¡ ¸Æ½º4.0ÀÇ ÆäÀ̽ººÐÇÒ ±â´É°ú ÇÔ²² ´õ¿í °­·ÂÇØ Á³½À´Ï´Ù.

5 - Á»´õ Áøº¸µÈ ½ºÇöõÀÎÀ» ¹ÙÅÁÀ¸·ÎÇÑ ÆÐÄ¡¸ðµ¨¸µÀÌ extrusion, beveling, welding edges, vertices µîÀÇ ±â´ÉÀ¸·Î ij¸¯Å͸𵨸µÀ» ¸¸µå´Âµ¥ ½¬¿î ¹æ¹ýÀ» Á¦°øÇÑ´Ù°í ÇÕ´Ï´Ù.

6 - ÆÐÄ¡¿Í ½ºÇöóÀο¡¼­ soft selection ÀÌ Áö¿øÇÕ´Ï´Ù.

7 - Á¶ÀÎÆ®¿Í ¸ôÇεîÀÇ °¢µµÁ¶ÀýÀÌ ¾Ö´Ï¸Þ¼Ç»ó¿¡¼­ ½±°Ô Á¶ÀýµË´Ï´Ù.

8 - ½ÇÁ¦ »ç¶÷ÀÇ ¸öÀÌ ²©ÀÌ´Â °Íó·³ ½ÇÁ¦ÀûÀÎ ´ÙÀ̳ª¹ÍÀ» Á¦°øµË´Ï´Ù.

9 - »õ·Ó°Ô ½¦À̵å»óÅÂÀÇ º»À» Á¦°øÇÔÀ¸·ÎÇؼ­ ij¸¯ÅÍÀÇ ¿òÁ÷ÀÓ°ú ÇüÅÂ, Å©±â µîÀ» ½±°Ô ¾Ë ¼ö ÀÖ½À´Ï´Ù.

10 - »õ·Î¿î ¹æ½ÄÀÎ Active Shade renderer ´Â »ç¿ëÀÚ¿¡°Ô À־ ·»´õ¸µ½Ã ÀçÁú°ú ¸ÊÇÎÀ» È¿À²ÀûÀ¸·Î È®ÀÎÇÒ ¼ö ÀÖ½À´Ï´Ù.

11 - Á÷°üÀûÀÎ ¸ð¼Çºí·¯´Â ½±°Ô ºí·¯¸¦ Á¶ÀÛÇÒ ¼öÀÖ°Ô Çϸç Àç·»´õ¸µÀ» °ÉÁö ¾ÊÀº »óȲ¿¡¼­ ¸ð¼Çºí·¯ÀÇ ¹üÀ§¸¦ Á¶ÀýÇÒ ¼ö ÀÖ½À´Ï´Ù.

12 - »õ·Î¿î ºñÁÖ¾ó¹æ½ÄÀÇ ½ºÅ©¸³Æþð¾î´Â Á»´õ UI elements¿Í layoutÀ» ±¸¼ºÇÒ ¼ö ÀÖ°Ô ÇÕ´Ï´Ù.

13 - ½½¶óÀÌ´õ, µå·Ó´Ù¿î¸®½ºÆ®, üũ¹Ú½º, ¹öÆ°, Ä÷¯ÇÈÄ¿ µîµîÀ» »ç¿ëÀÚÀÓÀÇ´ë·Î ÁöÁ¤ÇÏ¿© »ç¿ëÇÒ ¼ö ÀÖ°Ô²û »ç¿ëÀÚÀÎÅÍÆäÀ̽º¸¦ È®ÃæÇÏ¿´½À´Ï´Ù.

14 - »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º´Â ¿ä¼ÒÀÇ »ö°ú »ç¿ëÀÚ Åø¹Ù, ¹öÆ°ÆÁ,¸ÅÅ©·Î¿Í ½ºÅ©¸³ÆñîÁö Áö¿øÇÕ´Ï´Ù.

15 - view, screen, world, local, chosen object, grid, parent space µîÀÇ ÁÂÇ¥°è¸¦ ¸¶À½´ë·Î ¼±ÅÃÇÒ ¼ö ÀÖ½À´Ï´Ù.

16 - ±âÁ¸ÀÇ 3d snap ¹æ½Ä¿¡ 20°¡ÁöÀÌ»óÀÇ ½º³À¹æ½ÄÀ» Á¦°øÇÕ´Ï´Ù.

17 - ¿ÀºêÁ§Æ®ÀÇ ¼±Åùæ½ÄÀ» pick,fence,rectangular, circle,select by name, named selection sets, mesh extents, backface exclusion,polygon boundary, smoothing, material, face normal angle ·Î È®ÀåÇÕ´Ï´Ù.

18 - 2D ¿Í 3D ÀÇ ±âº»¸ðµ¨Àº ÀÚü°ªÀ» À¯ÁöÇÒ¼öµµÀÖ°í ´Ù¸¥ ÇüÅÂ(¸Þ½¬, ÆÐÄ¡, ³Ò½ºµî°ú°°Àº)·Î ÀüȯÀÌ °¡´ÉÇØÁý´Ï´Ù.

19 - ¸ðµ¨¸µÅøÀº ±âÁ¸ÀÇ ¹æ¹ý¿¡¼­ splines, polygons, polygonal mesh, Bezier patch, relational NURBS Surface µîÀ¸·Î È®ÀåÇß½À´Ï´Ù.

20 - multi-threading °ú ÀÚÀ¯·Î¿î ³×Æ®¿öũȯ°æÀ» ±¸¼ºÇÔÀ¸·ÎÇؼ­ ¾öû³­ È®À强À» °¡Áö°Ô µÇ¾ú½À´Ï´Ù.

21 - ¸Å¿ì ³ôÀº recursion levels ¸¦ ÅëÇؼ­ ¼±ÅÃÀûÀÎ ·¹ÀÌÆ®·¹À̽ÌÀÌ ºü¸£°í Á¤È®ÇÑ reflection°ú reflactionÀ» Á¦°øÇÕ´Ï´Ù.

22 - Áýº¸µÈ ·»´õ¸µ ¿É¼Ç¿¡´Â Photorealistic depth of field, ¸ðµç geometries¿¡¼­ÀÇ adaptive displacement, ¸ð¼Çºí·¯, 3D º¼·ý¶óÀÌÆ®, ºÒ, ÆøÆÈ, ½º¸ð±×, ¾È°³ µîÀ» Æ÷ÇÔÇÕ´Ï´Ù.

23 - ·»´õ¸µ effect¿¡¼­´Â real-time photorealistic ÀÇ °á°ú¹°°ú ºí·¯, depth of field, glow, film grain, lens flare highlights, color correction µîÀ» Á¦°øÇÕ´Ï´Ù.

24 - ±âº»ÀûÀÎ ·»´õ¸µ ÀÌ¿Ü¿¡µµ mental ray, global illumination, causticsÀÇ ·»´õ¸µ°úµµ ¿¬°áÇÒ¼ö ÀÖ½À´Ï´Ù.



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* »ç¿ë OS - À©µµ¿ì2000 ±ÇÀå»çÇ×, NT ¶Ç´Â Windows 98 Á¦°øÇÕ´Ï´Ù.

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* ·¥ - ÃÖ¼Ò128¸Þ°¡¿¡ 300¸Þ°¡ÀÇ ½º¿Ò½ºÆäÀ̽º°¡ ÇÊ¿äÇÕ´Ï´Ù.

* ±×·¡ÇÈ Ä«µå - 1024x768x16bit color ÀÌ»ó, OpenGL°ú Direct3D °¡¼ÓÄ«µå Áö¿øÇÕ´Ï´Ù.

* ±×·¯³ª windows 98 ¿¡¼­´Â ³×Æ®¿öÅ©·»´õ¸µÀº Áö¿øÇÏÁö ¾Ê½À´Ï´Ù.



 
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