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[ÀÎÅͺä/Ä®·³][V-Ray | Success Story] ¿¹¼ú°ú ±â¼úÀÌ Àß ¾î¿ì·¯Áø CG Studio Assembly   2014-11-18
´ºÁú·£µå¿¡ À§Ä¡ÇÑ Assembly Art&Science ½ºÆ©µð¿À¸¦ ÅëÇؼ­ ¿ìÀ¯°¡ ´ã°ÜÁ® ÀÖ´Â Åõ¸íÇÑ À¯¸® Á¥¼Ò ÇÁ·ÎÁ§Æ®ÀÇ À̾߱â¿Í ½ºÆ©µð¿À¿¡¼­ V-Ray¸¦ ¼º°øÀûÀ¸·Î »ç¿ëÇÑ À̾߱⸦ »ìÆ캸ÀÚ.
¾¾Áö·£µå±âÀÚ cgland@cgland.com
¨Ï µðÁöÅк귯½Ã & cgland.com, ¹«´Ü ÀüÀç ¹× Àç¹èÆ÷ ±ÝÁö
°Ô½Ã±ÛÀ» twitter·Î º¸³»±â °Ô½Ã±ÛÀ» facebookÀ¸·Î º¸³»±â °Ô½Ã±ÛÀ» Me2Day·Î º¸³»±â

¿¹¼ú°ú ±â¼úÀÌ Àß ¾î¿ì·¯Áø CG Studio Assembly
´ºÁú·£µå¿¡ À§Ä¡ÇÑ Assembly Art&Science ½ºÆ©µð¿À¸¦ ÅëÇؼ­ ¿ìÀ¯°¡ ´ã°ÜÁ® ÀÖ´Â Åõ¸íÇÑ À¯¸® Á¥¼Ò ÇÁ·ÎÁ§Æ®ÀÇ À̾߱â¿Í ½ºÆ©µð¿À¿¡¼­ V-Ray¸¦ ¼º°øÀûÀ¸·Î »ç¿ëÇÑ À̾߱⸦ »ìÆ캸ÀÚ.
Interview by ChaosGroup


Assembly is a relatively new company that has a wealth of experience in the VFX, Motion Design, Digital and Live Action arenas. We have tried to avoid putting a ¡®service¡¯ description on the company as we like to keep our options open in the hope that we get a look in on a whole range of creative endeavors. We love to shoot, animate, code, build, design, illustrate, fabricate - all at the service of a good creative brief.
Assembly´Â ºñ±³Àû ½Å»ý ȸ»çÀÌÁö¸¸. VFX, Motion Design, Digital, ½Ç»ç ¿µÈ­ ºÎ¹®¿¡¼­ dzºÎÇÑ °æÇèÀ» °®°í ÀÖ´Ù. ¿ì¸®´Â ÀÌ È¸»çÀÇ Ã¢Á¶ÀûÀÎ ½ÃµµµéÀÇ ¸ð½ÀµéÀ» º¸´Ù ÀÚ¼¼È÷ µé¿©´Ùº¸°íÀÚ ÇÏ´Â Èñ¸Á¿¡¼­ ±âÁ¸Ã³·³ ¹«½¼ ÀÏÀ» Çϴ ȸ»çÀÎÁö ¼³¸íÇÏ´Â °ÍÀ» ÃÖ´ëÇÑ ÇÇÇÏ°íÀÚ ³ë·ÂÇß´Ù. ÃÔ¿µ, ¾Ö´Ï¸ÞÀÌÆÃ, ÄÚµù, ¸¸µé±â, µðÀÚÀÎ, Á¦ÀÛÇϱ⠵îÀÇ ÁÁ°í âÁ¶ÀûÀÌ¸ç °£°áÇÑ ¸ðµç ¼­ºñ½º¸¦ »ç¶ûÇÑ´Ù.
www.assemblyltd.com 



ABOUT THE ANCHOR GLASS CO
ANCHOR À¯¸® Á¥¼Ò ÇÁ·ÎÁ§Æ®¿¡ °üÇؼ­

This was one of our longer projects, after we shot the plates we had a little over three months to deliver the 3 commercials. We received a script from the agency Colenso BBDO that was pretty well formed. However the visual approach was left up to us to pitch back to the agency and client. We decided pretty quickly that we wanted to shoot for a "photoreal" style. We did a little treadmill test that convinced the client that we could deliver the job and from there we launched into production. We had about 8 artists working on the spots at the peak of the job.
ÀÌ ÇÁ·ÎÁ§Æ®´Â 3°³ÀÇ ±¤°í¸¦ ³³Ç°Çϱâ À§ÇØ 3°³¿ùÀÌ Á¶±Ý ³Ñ´Â ÃÔ¿µÀ» ¸¶Ä£ ÈÄ¿¡ Á¦ÀÛÇÏ¿´´ø Á¶±ÝÀº ±ä ÇÁ·ÎÁ§Æ® Áß¿¡ Çϳª¿´½À´Ï´Ù. ¿ì¸®´Â Colenso BBDO ¿¡ÀÌÀü½Ã·ÎºÎÅÍ ¸Å¿ì Àß ¸¸µé¾îÁø ½ºÅ©¸³Æ®¸¦ ¹Þ¾Ò´Ù. ±×·¯³ª ½Ã°¢ÀûÀÎ Á¢±Ù¹æ½ÄÀº ¿ì¸®°¡ ¿¡ÀÌÀü½Ã¿Í Ŭ¶óÀ̾ðÆ®¿¡ ¸¾¿¡ µéµµ·Ï »õ·Ó°Ô ±¸»óÇØ¾ß Çß½À´Ï´Ù. ¿ì¸®´Â ¡°Æ÷Å丮¾ó¡±ÇÑ ½ºÅ¸ÀÏÀ» »ç¿ëÇÏ¿© ÃÔ¿µÇϱâ·Î À绡¸® °áÁ¤Çß´Ù. ÀÌ´Â ´É·ÂÄ¡Å×½ºÆ®(Æ®·¹µå¹Ð: ¿ø·¡ ÃÖ´ë»ê¼Ò´É·Â Å×½ºÆ®)¸¦ °ÅÄ¡¸é¼­ Ŭ¶óÀ̾ðÆ®·Î ÇÏ¿©±Ý ¿ì¸®°¡ ÀÌ ÀÛ¾÷À» ¼º°øÀûÀ¸·Î Çس¾ ¼ö ÀÖ´Ù°í ¼³µæÇÒ ¼ö ÀÖ¾ú°í, ¹Ù·Î Á¦ÀÛ¿¡ µé¾î°¬´Ù. ¿ì¸®´Â ÀÌ ÀÏÀÌ ÀýÁ¤¿¡ ´Ù´Ù¶úÀ» ¶§ ÃÖ°í 8¸íÀÇ ¾ÆƼ½ºÆ®±îÁö Âü¿©½ÃÄ×½À´Ï´Ù.
Watch the "Making Of" http://vimeo.com/64284173



MODELING, RIGGING AND ANIMATION
¸ðµ¨¸µ, ¸®±ë, ¾Ö´Ï¸ÞÀ̼Ç

Our pipeline started with Maya where the cow modelling, rigging and animation was done. The animation was all keyframe. Maya Muscle was used to achieve convincing skin sliding and jiggle effects while maintaining volume. Despite the cows being made of glass, it turned out that these effects were an important part of getting the cows to appear lifelike and full of bovine character. We then used the built in point caching to transfer the completed animation to 3DS Max.
¿ì¸®ÀÇ ÆÄÀÌÇÁ¶óÀÎÀº Maya ÀÛ¾÷À¸·Î ½ÃÀÛÇߴµ¥, À̸¦ ÅëÇØ Á¥¼Ò ¸ðµ¨¸µ, ¸®±ë, ±×¸®°í ¾Ö´Ï¸ÞÀ̼ÇÀ» ÁøÇàÇÏ¿´½À´Ï´Ù. ¾Ö´Ï¸ÞÀ̼ÇÀº ¸ðµÎ Å°ÇÁ·¹ÀÓ ÀÛ¾÷À̾ú´Ù. º¼·ý°¨À» À¯ÁöÇØÁָ鼭 µ¿½Ã¿¡ ½Ç°¨³ª´Â ÇǺΠ¹Ì²ô·¯Áü°ú Èçµé¸² È¿°ú¸¦ ¾ò±â À§ÇØ Maya MuscleÀ» »ç¿ëÇÏ¿´´Ù. À¯¸®·Î ¸¸µé¾îÁø Á¥¼ÒÀÓ¿¡µµ ºÒ±¸ÇÏ°í, ÀÌ·¯ÇÑ È¿°úµéÀº Á¥¼Ò°¡ »ì¾ÆÀÖ°í, ¿Ïº®ÇÑ Á¥¼Ò ij¸¯ÅÍó·³ º¸À̵µ·Ï ¸¸µå´Â Áß¿äÇÑ ¿ªÇÒÀ» ÇÏ¿´´Ù. ¿ì¸®´Â ±×¸®°í´Â ¿Ï¼ºµÈ ¾Ö´Ï¸ÞÀ̼ÇÀ» 3DS Max·Î Àü´ÞÇϱâ À§ÇÑ ³»ÀåµÈ Æ÷ÀÎÆ® ij½ÌÀ» »ç¿ëÇß½À´Ï´Ù.  

Once inside Max, we used Thinkbox Frost to calculate the Mesh from our fluid particle files that we generated in a proprietary fluid simulator. We cached the fluid meshes to the network with Thinkbox XMesh to give us fast scene interactivity. On top of this mesh we used some custom modifiers made in Thinkbox Genome to get smooth sides and sharp edges where the milk hits the glass.
ÀÏ´Ü Max ¾È¿¡¼­, ¿ì¸®´Â µî·ÏµÈ Ç÷çÀÌµå ½Ã¹Ä·¹À̼ǿ¡¼­ »ý¼ºÇÑ Ç÷çÀ̵å ÆÄƼŬÆÄÀϵ鿡¼­ ¸¸µé¾îÁø ¸Þ½¬¸¦ °è»êÇϱâ À§Çؼ­ Thinkbox Frost¸¦ »ç¿ëÇß´Ù. ¿ì¸®´Â ºü¸¥ Àå¸é »óÈ£ÀÛ¿ëÀ» Á¦°øÇØÁÖ´Â Thinkbox XMesh·Î ¿¬°áµÈ Ç÷çÀÌµå ¸Þ½¬µéÀ» ij½ÃÇß½À´Ï´Ù.
ÀÌ ¸Þ½¬µéÀÇ »ó´Ü¿¡¼­ ¿ìÀ¯°¡ À¯¸®¸¦ Ä¥ ¶§ »ý±â´Â ³¯Ä«·Î¿î ´Ü¸éµé°ú ºÎµå·¯¿î ¸éµéÀ» ¾ò±â À§Çؼ­ Thinkbox GenomeÀÇ ÀϹÝÀû ¼¼ÆÃÀ» »ç¿ëÇß½À´Ï´Ù.
Watch the Anchor Glass Cows commercials:
http://vimeo.com/62672175
http://vimeo.com/63540432


The bird was all made in Maya with individual feather geometry. Because of the birds rapid movement, it was animated with subframe animation so that the motion blur would reveal all the action. All the comp work was completed in Nuke 7 using deep compositing for some of the crowd shots. Having deep renders meant we could render all the cows in one pass and then insert grass mattes in between individual cows for the grass/ground integration. We used The Foundry¡¯s Hiero to maintain a current cut of each commercial, ready for review at any time. As each shot was updated and finished, they seamlessly updated in context of the full edit. We also found it great for making tweaks to the cut right up to the deadline.
»õ´Â ¸ðµÎ Maya¿¡¼­ °³º°ÀûÀÎ ±êÅÐ Áö¿À¸ÞÆ®¸®·Î ¸¸µé¾îÁ³´Ù. »õµéÀÇ ºü¸¥ ¿òÁ÷ÀÓ ¶§¹®¿¡, ±×°ÍÀº ÇϺÎÇÁ·¹ÀÓ ¾Ö´Ï¸ÞÀ̼ÇÀ¸·Î ¾Ö´Ï¸ÞÀÌÆ®µÆ´Âµ¥, ±×·¡¼­ ¸ð¼Çºí·¯°¡ ¸ðµç ¿òÁ÷ÀÓ¿¡¼­ µå·¯³ª°Ô µË´Ï´Ù. ¸ðµç ÇÕ¼º ÀÛ¾÷µéÀº ¸î °³ÀÇ ±ºÁß ¼¦µéÀ» À§ÇØ ±íÀº(Deep) ÄÄÆ÷ÁöÆÃÀ» »ç¿ëÇÏ¿© Nuke 7.0¿¡¼­ ¿Ï¼ºµÆ½À´Ï´Ù. ±íÀº(Deep) ·»´õ ÀÛ¾÷À» ÅëÇÏ¿© Àܵð¿Í/Áö¸éÀÇ ÅëÇÕ¿¡ ´ëÇÑ °³º° Á¥¼Òµé »çÀÌ¿¡´Ù Àܵð ¸ÅÆ®µéÀ» »ðÀÔÇÑ ÈÄ ÇϳªÀÇ Æнº ¾È¿¡¼­ ¸ðµç Á¥¼ÒµéÀ» ·»´õ¸µ ÇÒ ¼ö ÀÖ¾ú½À´Ï´Ù. ¿ì¸®´Â ¾î´À ¶§³ª °ËÅäÇÒ ¼ö ÀÖÀ¸¸é¼­, °¢ ±¤°íÀÇ ÇöÀç ÄÆÀ» À¯ÁöÇϱâ À§Çؼ­ Foundry¡¯s Hiero¸¦ »ç¿ëÇß½À´Ï´Ù. °¢°¢ÀÇ ¼¦Àº ¾÷µ¥ÀÌÆ® µÇ¾ú°í, ¿Ï·áµÇ¸é¼­, ±×°ÍµéÀº Àüü ÆíÁýÀ» À§ÇØ ºóÆ´¾øÀÌ ¾÷µ¥ÀÌÆ® µÇ¾ú½À´Ï´Ù. ¿ì¸®´Â ÀÌ°ÍÀÌ ¸¶°¨ÀÏ¿¡ ¸ÂÃß±â À§Çؼ­ ¿Ã¹Ù¸¥ ÄÆÀ» Á¶Á¤Çϴµ¥ À־ Âü À¯¿ëÇß´Ù´Â °ÍÀ» ¾Ë°Ô µÇ¾ú½À´Ï´Ù.




RENDERING
·»´õ¸µ

All the rendering was done using V-Ray 2.x and we used Thinkbox Deadline to manage simulation, caching, and 2D and 3D rendering tasks on our render farm. Because SSS requires a lot of samples off the surface, it is not currently feasible to render using light caustics through the glass as the milk light source. This would never converge in a reasonable time and we would end up with blotchy, flickery milk.
¸ðµç ·»´õ¸µÀº V-Ray 2.x¸¦ »ç¿ëÇؼ­ ÀÌ·ç¾îÁ³°í, ¿ì¸®´Â ·»´õÆÊ¿¡¼­ ½Ã¹Ä·¹À̼Ç, ij½ÌÀ» °ü¸®Çϱâ À§Çؼ­ Thinkbox DeadlineÀ» »ç¿ëÇß°í 2D, 3D ·»´õ¸µ ÀÛ¾÷µéÀ» ¼öÇàÇß½À´Ï´Ù.
SSS´Â Ç¥¸é¿¡¼­ ¶³¾îÁø ¸¹Àº »ùÇõéÀ» ÇÊ¿ä·Î Çϱ⠶§¹®¿¡, ±× ¿ìÀ¯ ¶óÀÌÆ® ¼Ò½ºÃ³·³ À¯¸®¸¦ Åë°úÇÏ¿© light causticsÀ» »ç¿ëÇØ ·»´õ¸µ ÇÏ´Â °ÍÀº ÇöÀç·Î¼­´Â ºÒ°¡´ÉÇÕ´Ï´Ù. ±×°ÍÀº ¿ì¸®°¡ ÀûÀýÇÑ ½Ã°£ ³»¿¡ °áÄÚ ¿Ï¼ºÇÒ ¼ö ¾øÀ¸¸ç, ¾ó·èÁö°í ±ô¹Ú°Å¸®´Â ¿ìÀ¯·Î ³¡³»°Ô µÉ °ÍÀÔ´Ï´Ù.


Luckily because the glass is so thin, you can't really tell the difference between light from caustics and direct light with the glass hidden. Once we had a nice milk geometry mesh, we cached the subsurface light scattering (SSS) contribution on the milk with the glass hidden, using the built in V-Ray SSS caching. This meant that the milk rendered fast and was smooth and flicker-free under the glass. It also meant we could re-render without having to wait for the time consuming SSS calculations.
¿îÀÌ ÁÁÀº °ÍÀº, À¯¸®°¡ ³Ê¹« ¾ã¾Æ¼­, À¯¸®·Î °¡·ÁÁ® ÀÖ´Â Á÷Á¢±¤°ú caustics¿¡¼­ ³ª¿À´Â ºûÀÇ Â÷ÀÌÁ¡À» ±¸º°Çϱâ Èûµé´Ù´Â Á¡ÀÌ¿¡¿ä. ÀÏ´Ü ¿ì¸®´Â ³»ÀåµÈ V-Ray SSS ij½ÌÀ» »ç¿ëÇÏ¿©, À¯¸®·Î °¡·ÁÁø ¿ìÀ¯¿¡ ¿µÇâÀ» Áִ ǥ¸é ºûÀÇ »ê¶õ(SSS)À» ij½Ã Çß°í, ¶Ù¾î³­ ¿ìÀ¯ Áö¿À¸ÞÆ®¸® ¸Þ½¬¸¦ °¡Áö°Ô µÆ½À´Ï´Ù. ÀÌ°ÍÀº ¸Å²ô·¯¿ì¸é¼­µµ À¯¸® ¾È¿¡¼­ ±ô¹ÚÀÓ ¾øÀÌ ¿ìÀ¯°¡ ºü¸£°Ô ·»´õ¸µ µÆÀ½À» ÀǹÌÇÕ´Ï´Ù. ÀÌ°ÍÀº ¶ÇÇÑ SSS °è»êµéÀ» ±â´Ù¸®¸é¼­ ½Ã°£À» º¸³¾ ÇÊ¿ä ¾øÀÌ ´Ù½Ã ·»´õ¸µ ÇÒ ¼ö ÀÖ¾úÀ½À» ÀǹÌÇÕ´Ï´Ù.

      

Every shot was rendered with motion blur in render. With transparent glass objects, post MB was not really an option. Luckily there is not really much of a time penalty with V-Ray MB and the motion blurred sloshing milk through the glass looked great! For a few shots we rendered to deep images (the cow herd shots and the bird). The deep data meant that the overlapping motion blur was handled perfectly artifact free in comp. We also made use of V-Ray proxy objects for the grass in the bird scene. With translucency, SSS, DOF, Motion Blur, Brute force GI and millions and millions of deforming polygons, everything rendered surprisingly quickly in something like 40 mins per HD frame.
¸ðµç ¼¦Àº ·»´õ¸µ °úÁ¤¿¡¼­ ¸ð¼Çºí·¯·Î ·»´õ¸µ µÇ¾ú½À´Ï´Ù. Åõ¸íÇÑ À¯¸® ¹°Ã¼µé°ú, ÈĹÝÀÇ MB´Â Á¤¸»·Î ¼±ÅûçÇ×Àº ¾Æ´Ï¾úÁÒ. ¿î ÁÁ°Ôµµ, V-Ray MBÀ¸·Î ÀÎÇÑ ½Ã°£À» ²ô´Â ÀÏÀº ¾ø¾ú´Ù. À¯¸®¸¦ ÅëÇØ ºñÃçÁö´Â ¸ð¼Ç ºí·¯µÈ Ãâ··°Å¸®´Â ¿ìÀ¯ÀÇ ¸ð½ÀÀº Á¤¸» ´ë´ÜÇØ º¸¿´½À´Ï´Ù. ¸î °³ÀÇ Àå¸éµé(¼Ò ¹«¸® ¼¦µé°ú »õ)À» À§Çؼ­ ¿ì¸®´Â ½Éµµ ÀÖ´Â À̹ÌÁöµé·Î ·»´õ¸µ Çß½À´Ï´Ù. ±íÀº(Deep) µ¥ÀÌÅÍ´Â ¸ð¼Çºí·¯°¡ ÇÕ¼º¿¡¼­ °áÁ¡ÀÌ ¾øÀÌ ¿Ïº®ÇÏ°Ô Ã³¸®µÇ¸ç Áߺ¹µÇ´Â °ÍÀ» ÀǹÌÇÕ´Ï´Ù. ¶ÇÇÑ V-Ray proxy ¿ÀºêÁ§Æ®µéÀ» »õ Àå¸é¿¡¼­ÀÇ À¯¸®¸¦ À§Çؼ­ »ç¿ëÇß½À´Ï´Ù. ¹ÝÅõ¸í°ú, SSS, DOF, Motion Blur, Brute force GI, ±×¸®°í ¼ö¹é¸¸ °³ÀÇ º¯ÇüµÈ ¼ö¹é¸¸ÀÇ Æú¸®°ïµé, ÀÌ ¸ðµç °ÍµéÀ» °¡Áö°íµµ ³î¶ø°Ôµµ HD ÇÁ·¹ÀÓ ´ç 40ºÐ¿¡ À̸£´Â ³î¶ó¿ï Á¤µµ·Î ºü¸£°Ô ·»´õ¸µ µÇ¾ú½À´Ï´Ù.

    

TELL US ABOUT YOUR EXPERIENCE WITH V-RAY. WHY DID YOU SELECT IT AS YOUR RENDER ENGINE? WHAT ARE THE V-RAY FEATURES YOU FIND MOST USEFUL IN YOUR WORKFLOW
¿ì¸®¿¡°Ô V-Ray¿Í ÇÔ²²ÇÑ ´ç½ÅÀÇ °æÇèÀ» ¸»ÇØ ÁÖ¼¼¿ä. ¿Ö ´ç½ÅÀº V-Ray¸¦ ·»´õ ¿£ÁøÀ¸·Î ¼±ÅÃÇß³ª¿ä? ´ç½ÅÀÇ ÀÛ¾÷°úÁ¤¿¡¼­ °¡Àå À¯¿ëÇÏ°Ô ¹ß°ßÇÑ V-RAYÀÇ Æ¯Â¡µéÀº ¹«¾ùÀΰ¡¿ä?



One major attraction of V-Ray in a project of this type was the reliability. We could be comfortable turning on any features we wanted and knowing that nothing was going to crash and that our renders would come out as expected. We ended up caching almost every piece of geometry using XMesh. This really made rendering reliable because there were no extra plugins to break or have version problems with.
ÀÌ·¯ÇÑ ÇüÅÂÀÇ ÇÁ·ÎÁ§Æ®¿¡¼­ V-RayÀÇ ÁÖ¿ä ¸Å·ÂÁßÀÇ Çϳª´Â ½Å·Ú¼ºÀÔ´Ï´Ù. ¿ì¸®´Â ¿ì¸®°¡ ¿øÇÏ°í ¾Ë°í ÀÖ´Â ¸ðµç ±â´ÉµéÀ» Áß½ÉÀûÀ¸·Î »ç¿ëÇϸ鼭 ¾Æ¹«·± Ãæµ¹ÀÌ ¾øÀÌ ±â´ëÇÑ °Í°ú °°ÀÌ ·»´õ¸µ °á°ú¹°µéÀÌ ³ª¿Ã ¼ö ÀÖ¾ú½À´Ï´Ù. ¿ì¸®´Â XMesh¸¦ »ç¿ëÇÏ¿© Áö¿À¸ÞÆ®¸®ÀÇ °ÅÀÇ ´ëºÎºÐÀ» °á±¹ ij½ÌÇß½À´Ï´Ù. ÀÌ°ÍÀº Á¤¸»·Î ·»´õ¸µÀ» ½Å·ÚÇÒ ¼ö ÀÖ°Ô ¸¸µé¾ú´Âµ¥, °Å±â¿¡´Â ¹öÀü¹®Á¦°¡ ¹ß»ýÇϰųª ÀÛ¾÷À» ¸ØÃß°Ô ÇÏ´Â º°µµÀÇ Ç÷¯±×ÀÎÀÌ ¾ø¾ú±â ¶§¹®ÀÔ´Ï´Ù. 


All of the staff at Assembly have previously worked together at a bigger shop and realized that we all wanted to get closer to the idea - making it less about the hardware and more about being a creative partner with our clients. Having tools like V-Ray allows us to concentrate on the creative and artistic aspect of the job without miring ourselves in technicalities and we appreciate that!
Assembly¿¡¼­ ½ºÅÜµé ¸ðµÎ´Â ÀÌÀü¿¡ ´ÙÇÔ²² Å« °¡°Ô¿¡¼­ ÀÏÇØ ¿Ô¾ú°í, ¿ì¸® ¸ðµÎ°¡ ÇÑ ¾ÆÀ̵ð¾î, Áï Çϵå¿þ¾î¿¡ Ä¡ÁßÇϱ⺸´Ù ¿ì¸®ÀÇ °í°´µé¿¡°Ô âÀÇÀûÀÎ ÆÄÆ®³Ê°¡ µÇ´Â °ÍÀ» °£ÀýÈ÷ ¿øÇÑ´Ù´Â °ÍÀ» ¾Ë°Ô µÇ¾ú½À´Ï´Ù. V-Ray´Â ¿ì¸®°¡ ¼¼ºÎÀûÀÎ ³»¿ë¿¡ ºüÁöÁö ¾ÊÀ¸¸é¼­ âÁ¶ÀûÀÌ°í ¿¹¼úÀûÀÎ ÀÛ¾÷¿¡ ÁýÁßÇÒ ¼ö ÀÖµµ·Ï µµ¿ÍÁÖ°í, ¿ì¸®´Â ÀÌ¿¡ ´ëÇØ Âü °í¸¿°Ô »ý°¢ÇÕ´Ï´Ù.
Learn more about Assembly _ www.assemblyltd.com 

 
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