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True raytraced reflections and refractions
Glossy reflections and refractions
Translucency (with volume fog) for creating wax, marble, smoked glass
Area shadows (soft shadows). Includes box and sphere emitters.
Indirect Illumination (global illumination, global lighting). Different
approaches include direct computation (brute force), and irradiance maps.
Motion Blur. Includes stochastic sampling approach
Depth-Of-Field camera effect.
Anti-aliasing. Includes fixed, simple 2 level and adaptive approaches.
Caustics (Radiosity)
G-Buffer (RGBA, material/object ID, Z-buffer) |
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G-buffer based antialiasing.
Reusable irradiance maps (save and load support). Incremental sampling
for fly-through animations.
Motion blur with analytic sampling
True HDRI support. Includes *.hdr, *.rad image loader with proper texture
coordinates handling for both cubic and angular maps support. Map your
images directly without distortions or cropping.
Built-in area lights for physically correct illumination
Built-in material for faster materials calculations
Distributed rendering for utilizing all of your studios computers.
Different camera types: fish-eye, spherical, cylindrical and cubic cameras
Network license management for using our VRay system throughout your network
with less licenses.
ÁÖÀÇ : Distributed Rendering ±â´ÉÀº ¾îµåº¥½º Á¦Ç°¿¡
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rendering ±â´ÉÀº 3DS Max 3.x¿¡¼´Â »ç¿ëÀÌ ºÒ°¡´ÉÇÏ´Ù. |
¹ß¸ÅÀÏ·Î 30ÀϱîÁö 30% µð½ºÄ«¿îÆ®¸¦ ¹ÞÀ» ¼ö ÀÖ´Ù. ()¾ÈÀº µð½ºÄ«¿îÆ®
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2002. 3. 11
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2002. 4. 1
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1.1
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- Internal analytical displacement maps.
- Global photon maps
- More low-level CPU optimizations to make VRay even faster |