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[Á¦Ç°¼Ò°³]VRay ù °ø½Ä¹ß¸Å   2002-03-23
±×µ¿¾È ±â´Ù·Á¿Â VRayÀÇ Á¤½Ä¹ß¸Å¸¦ ½ÃÀÛÇÏ¿´´Ù. Vray´Â ºü¸¥ Raytracing ¼Óµµ¿Í Distributed Rendering ±â´Éµî ´Ù¾çÇÑ Æ¯Â¡À» °¡Áö°í ÀÖ´Ù.
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Vray´Â »ç¿ëÀÚÀÇ ¿ä±¸¿¡ ¸Â´Â Ç°ÁúÀ» Á¦°øÇÑ´Ù. Vray´Â »ç¿ëÀÚ°¡ ¿ä±¸ÇÏ´Â Ç°Áú¿¡ ¸ÂÃß±â À§ÇØ ´«ºÎ½Ã°Ô ºü¸¥ ¼ÓµµÁö¸¸ ³·Àº À̹ÌÁö¿¡¼­ ºÎÅÍ ÃÖ°íÀÇ À̹ÌÁö±îÁöÀÇ ¼Óµµ¿Í °á°ú Á¶À²¿¡ ÀûÇÕÇÑ ·»´õ¸µÀ» ÇÒ ¼ö ÀÖ´Ù.

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Vray´Â »ç¿ëÀÚÀÇ ±â´ë¿¡ ºÎÀÀÇÏ´Â °í¼º´ÉÀÇ ·»´õ·¯ÀÌ´Ù. ´ÙÁß Ã³¸® Raytracing ¿£Áø(Multithreaded Raytracing Engine)À» °®Ãç, »ç¿ëÀÚÀÇ ½Ã½ºÅÛ¿¡ ÀåÂøµÈ ¸ðµç CPU¿¡¼­ ÀÛµ¿Çϱ⠶§¹®¿¡ ½Å¼ÓÇÑ Áغñ¿Í ·»´õ¸µÀÌ °¡´ÉÇÏ´Ù. ¶ÇÇÑ Á¤È®ÇÑ ¹Ý»ç°ª°ú ±¼Àý°ªÀ» °è»êÇÏ¸ç ±ú²ýÇÏ°Ô ¶Ç´Â È帴ÇÏ°Ô ÄÄÇ»ÅÍ·Î »ç½ÇÀûÀÎ °á°ú¸¦ ¾òÀ» ¼ö ÀÖ°Ô µµ¿ÍÁØ´Ù. ÇÇ»ç°è½Éµµ(Depth-of-Field)¸¦ ÅëÇØ ½ÇÁ¦ Ä«¸Þ¶ó¿Í °°Àº Ç¥ÇöÀÌ °¡´ÉÇÏ´Ù. ¾ÆƼ½ºÆ®´Â °´Ã¼º°·Î ÀûÀýÇÏ°Ô ÀÌ·ç¾îÁö´Â °¢°¢ »óÀÌÇÑ ¹æ¹ýÀÇ Illumination ½Ã¹Ä·¹À̼ǰú Caustic °è»ê ¹æ¹ýÀ» ÅëÇØ »çÁø°°Àº »ç½ÇÀûÀÎ À̹ÌÁö¸¦ ¾òÀ» ¼ö ÀÖ´Ù. °¢°¢ÀÇ »ö¿¡ ¸Â´Â AntialiasingÀû¿ë°ú G-Bufferä³Î ¿ª½Ã Ư¡ ÁßÀÇ ÇϳªÀÌ´Ù. »ç¿ëÀڴ °£´ÜÇÑ Á¶ÀÛºÎÅÍ º¹ÀâÇÑ Á¶ÀÛ±îÁö ´Ù¾çÇÑ Á¢±Ù¹æ¹ýÀ» ÅëÇØ Vray¸¦ Á¶ÀÛÇÒ ¼ö ÀÖ´Ù.

VrayÀÇ Translucency(¹ÝÅõ¸í) ±â´ÉÀº ¿Î½º, ¿¬±â°¡ Âù À¯¸®, Á©¸® °°Àº ÀçÁúÀÇ »ç½ÇÀûÀΠǥÇöÀ» °¡´ÉÇÏ°Ô ÇÑ´Ù. ±ØÈ÷ ÀϺΠ·»´õ·¯¸¸ ³×Æ®¿öÅ© ·»´õ¸µÀ» Á¦°øÇÏÁö¸¸, Vray´Â ´ÜÀÏ ÇÁ·¹ÀÓ¿¡¼­ ·»´õ¸µ ÀÛ¾÷ÀÌ ÀÌ·ç¾îÁú ¶§ ³×Æ®¿öÅ© »óÀÇ ¸ðµç ÄÄÇ»Å͸¦ »ç¿ëÇÏ¿© ³î¶ó¿î ³×Æ®¿öÅ© ·»´õ¸µ ÆÄ¿ö¸¦ Á¦°øÇÑ´Ù. ³×Æ®¿öÅ© »ó¿¡¼­ Vray¿¡ ¿¬µ¿ÇÏ¿© »ç¿ëÇÒ ¼ö ÀÖ´Â ÄÄÇ»ÅÍÀÇ ¼ö´Â 3DS MAX¿¡¼­ Á¦°øÇÒ ¼ö ÀÖÀ» ¸¸Å­ Å©±â¿¡ Á¦ÇÑÀÌ ¾øÀ¸¸ç, ´Ù¾çÇÑ ¹øµéÀº ¸¹Àº º¸´Ù ¸¹Àº ·»´õ ¼­¹ö¿¡¼­ÀÇ »ç¿ëÀ» °¡´ÉÇÏ°Ô ÇÑ´Ù.

ÀÌ·¯ÇÑ ¸ðµç Ư¡µéÀº 3DS MAXÀÇ materials, enviroments, atmospheres, effects µî ¸ðµç ±â´ÉÀ» Áö¿øÇÏ´Â Vray¿¡ Æ÷ÇԵȴÙ.

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Vray¿¡ ¹ö±×°¡ ÀüÇô ¾ø´Ù°í º¸ÀåÇÏÁö´Â ¸øÇÏÁö¸¸, Vray Æ÷·³, E-mailÀ» ÅëÇÑ Patch Á¦°ø µîÀÇ ¹æ¹ýÀ» ÅëÇØ »ç¿ëÀÚ¿¡°Ô ÃÖ¼±ÀÇ ³ë·ÂÀ» Á¦°øÇÒ °ÍÀ» º¸ÀåÇÑ´Ù.

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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°¿¡ 10°³±îÁö ÄÄÇ»ÅÍ »ç¿ëÀÌ °¡´ÉÇϸç, ´õ ¸¹Àº ÄÄÇ»Å͸¦ »ç¿ëÇÏ·Á¸é Ãß°¡ÀûÀÎ ³×Æ®¿öÅ© Çã°¡ »ç¿ë ±ÇÇÑÀ» ±¸ÀÔÇØ¾ß ÇÑ´Ù.
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ÇöÀç Distributed 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® °¡°Ý.

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2002. 3. 11
1.0
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2002. 4. 1
1.1
¾îµåº¥½º Á¦Ç° »ç¿ëÀÚ¸¦ À§ÇÑ ¹«·á ¾÷±×·¹À̵å
- Internal analytical displacement maps.
- Global photon maps
- More low-level CPU optimizations to make VRay even faster

 

 
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