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    SKETCHUP 8 & V-RAY REALITY

    SKETCHUP 8 & V-RAY REALITY °ÇÃà ÀÎÅ׸®¾î¸¦ À§ÇÑ ½ºÄÉÄ¡¾÷ & ºêÀÌ·¹ÀÌ ·»´õ¸µ

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    ISBN: 9788960880863 728ÂÊ »çÀÌÁî Á¤º¸ ÁغñÁß

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    ¼­¿ï½Ã¸³´ëÇб³¿¡¼­ °ÇÃ༳°è¸¦ Àü°øÇÏ¿´À¸¸ç, (ÁÖ)KESSON, (ÁÖ)TIC¿¡¼­ ¼³°è½Ç ÆÀÀåÀ¸·Î ÀÏÇÏ¿´½À´Ï´Ù. ÁÖ¿ä Âü¿©ÀÛÀ¸·Î´Â ¡®¼­¿ï½Ã ¿Ü±¹ÀÎ ÅõÀÚ À¯Ä¡ ¼¾ÅÍ¡¯, ¡®Kim & Chang ¹ý·ü »ç¹«¼Ò¡¯, ¡®´ë±¸ ±×·£µå È£ÅÚ¡¯, ¡®Expeditors º»»ç¡¯ µîÀÌ ÀÖÀ¸¸ç, ½Ç³»µðÀÚÀÎÇаú Çлýµé¿¡°Ô ½Ç³» ¼³°è¿Í ÄÄÇ»ÅÍ ÀÀ¿ë µðÀÚÀÎ µîÀ» °¡¸£Ä¡°í ÀÖ½À´Ï´Ù.
      

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    Part01_ SketchUp + V-Ray ½ÃÀÛÇϱâ
    Chapter 01_ V-Ray for SketchUp ÁغñÇϱâ
    section 01_ V-Ray for SketchUp ¼³Ä¡Çϱâ
    section 02_ V-Ray for SketchUp Toolbar & Template
    section 03_ Ruby Script ´Ù¿î·Îµå, ¼³Ä¡, ½ÇÇàÇϱâ

    Chapter 02_ ºû°ú ÀçÁú
    section 01_ »öÀ̶õ ¹«¾ùÀΰ¡?
    section 02_ Diffuse, Reflected ÀçÁú¿¡ °üÇÑ ÀÌÇØ
    section 03_ Åõ¸íÇÑ ÀçÁú°ú ±¼Àý¿¡ °üÇÑ ÀÌÇØ

    Chapter 03_ SketchUp & V-Ray
    section 01_ SketchUp Rendering + V-Ray Rendering
    section 02_ SketchUp Local Illumination vs V-Ray Global Illumination
    section 03_ SketchUp Material vs V-Ray Material

    Chapter 04_ Viewport Á¦¾îÇϱâ
    section 01_ Camera Tools
    section 02_ Views Tools
    section 03_ Styles Tools
    section 04_ Walkthrough Tools

    Chapter 05_ È¿À²ÀûÀÎ ÀÛ¾÷À» À§ÇÑ Scene & ´ÜÃàŰ ¸¸µé±â
    section 01_ È¿À²ÀûÀÎ ÀÛ¾÷À» À§ÇÑ Othogrphic Scene ¸¸µé±â
    section 02_ È¿À²ÀûÀÎ ÀÛ¾÷À» À§ÇÑ Face Style ´ÜÃàŰ ¸¸µé±â
    section 03_ RenderingÀ» À§ÇÑ Camera Scene ¸¸µé±â

    Part 02_ Render Options
    Chapter 01_ V-Ray Render Options µÑ·¯º¸±â
    section 01_ V-Ray Render Options
    section 02_ V-Ray Render Options ÀúÀåÇϱâ/ ºÒ·¯¿À±â/ ÃʱâÈ­Çϱâ
    section 03_ Asgvis¿¡¼­ Á¦°øÇÏ´Â visopt ÆÄÀÏ·Î Rendering Option SettingÇϱâ
    section 04_ Default Render Options SettingÀÇ ÁÖ¿ä ¿ä¼Ò

    Chapter 02_ V-Ray Render Options Setting Process
    section 01_ ž籤 Test Rendering Çϱâ
    section 02_ V-Ray Rectangle Light¿Í Color MappingÀ» ÀÌ¿ëÇÏ¿© Àå¸éÀÇ ¹à±â Á¶ÀýÇϱâ
    section 03_ Àå¸éÀÇ Noise Á¶ÀýÇϱâ
    section 04_ ÀçÁú Test Rendering Çϱâ
    section 05_ ÀçÁúÀÇ ¹Ý»ç & Åõ¸íµµ ÃÖÁ¾ Á¡°ËÇϱâ
    section 06_ Å« ÇØ»óµµ¿¡ ¾Ë¸ÂÀº GI ¼³Á¤Çϱâ
    section 07_ ÆÇ³Ú Á¦ÀÛ¿ë °íÇØ»óµµ À̹ÌÁö Rendering Çϱâ

    Part 03_ V-Ray Material
    Chapter 01_ V-Ray Material Editor
    section 01_ Material EditorÀÇ ±¸¼º
    01-1_ Material EditorÀÇ ±¸¼º
    01-2_ Material Ãß°¡Çϱâ
    section 02_ Texture EditorÀÇ ±¸¼º
    02-1_ Texture EditorÀÇ ±¸¼º
    02-2_ Texture Mapping Ãß°¡Çϱâ
    section 03_ Material Editor »ç¿ëÇϱâ

    Chapter 02_ V-Ray Default Material
    section 01_ Diffuse Layer
    01-1_ Diffuse LayerÀÇ ±¸¼º
    01-2_ Diffuse Color ÀÌÇØÇϱâ
    section 02_ Reflection Layer
    02-1_ Reflection LayerÀÇ ±¸¼º
    02-2_ Reflection Color & Glossiness ÀÌÇØÇϱâ
    02-3_ TexFresnel & Filter Color ÀÌÇØÇϱâ
    section 03_ Refraction Layer
    03-1_ Refraction LayerÀÇ ±¸¼º
    03-2_ Diffuse Layer, Reflection Layer¿ÍÀÇ °ü°è ÀÌÇØÇϱâ
    03-3_ Refraction Color/ Glossiness/ Fog color ÀÌÇØÇϱâ
    03-4_ Translucency ÀÌÇØÇϱâ
    section 04_ Emissive Layer
    04-1_ Emissive LayerÀÇ ±¸¼º
    04-2_ Emissive Layer ÀÌÇØÇϱâ
    section 05_ Other Layers
    05-1_ Options LayerÀÇ ±¸¼º
    05-2_ Maps LayerÀÇ ±¸¼º
    section 06_ Texture Mapping
    06-1_ Diffuse Map & Coordination ÀÌÇØÇϱâ
    06-2_ Diffuse Transparency Map ÀÌÇØÇϱâ
    06-3_ Reflection & Refration Map ÀÌÇØÇϱâ
    06-4 Emissive Map ÀÌÇØÇϱâ
    06-5_ Bump Map ÀÌÇØÇϱâ
    06_6_ Displace Map ÀÌÇØÇϱâ
    06_7_ Background Map ÀÌÇØÇϱâ
    06_8_ GI Map ÀÌÇØÇϱâ
    section 07_ Procedual Texture Mapping
    07_1_ Dirt Map ÀÌÇØÇϱâ
    07_2_ ±× ¹ÛÀÇ Procedual Texture map

    Chapter 03_ Other V-Ray Materials
    section 01_ Skp Two Sided Material
    01-1_ Skp Two Sided MaterialÀÇ ±¸¼º
    01-2 Skp Two Sided Material ÀÌÇØÇϱâ
    section 02_ Toon Material
    02-1_ Toon MaterialÀÇ ±¸¼º
    02-2_ Toon Material ÀÌÇØÇϱâ
    section 03_ Angle Blended Material
    03-1_ Angle Blended MaterialÀÇ ±¸¼º
    03-2_ Angle Blended Material ÀÌÇØÇϱâ
    section 04_ Two Sided Material
    04-1_ Two Sided MaterialÀÇ ±¸¼º
    04-2_ Two Sided Material ÀÌÇØÇϱâ

    Part 04_ Light
    Chapter 01_ Environment Light
    section 01_ TexSky Map(VRaySun & VRaySky) & Default Light
    section 02_ ½Ã°£ÀÇ º¯È­¿¡ µû¸¥ TexSky Map(VRaySun & VRaySky)ÀÇ º¯È­ ÀÌÇØÇϱâ
    section 03_ HDR Environment

    Chapter 02_ V-Ray Light
    section 01_ Omni Light
    section 02_ Rectangle light
    section 03_ Spot light
    section 04_ IES light

    Chapter 03_ Lighting Process
    section 01_ Á¶¸í±â±¸ ¹× IES Data ÁغñÇϱâ
    01-1_ ERCO Á¶¸í ¸ðµ¨¸µ ¼Ò½º¿Í IES µ¥ÀÌÅÍ °¡Á®¿À±â
    01-2_ ERCO Á¶¸í »ç¿ëÇϱâ
    section 02_ ÁÖ°£ Àå¸é ¿¬ÃâÇϱâ
    02-1_ VRaySun & VRaySky Test Rendering
    02-2_ Rectangle Light·Î °ø°£ÀÇ ¹à±â¿Í ǰÁú °³¼±Çϱâ
    02-3_ Àå¸éÀÇ ¹à±â º¸Á¤°ú ÀçÁú È®ÀÎÇϱâ
    02-4_ GI ¿¬»ê Data¸¦ ÀÌ¿ëÇÏ¿© Å« ÇØ»óµµÀÇ Rendering Çϱâ
    section 03_ ¾ß°£ Àå¸é ¿¬ÃâÇϱâ
    03-1_ ¾ß°£Àå¸é ¿¬ÃâÀ» À§ÇÑ È¯°æ ¸¸µé±â
    03-2_ Main Light ¼³Ä¡Çϱâ
    03-3_ õÀå °£Á¢ Á¶¸í ¼³Ä¡Çϱâ
    03-4_ õÀå ¸ÅÀÔ ´Ù¿î¶óÀÌÆ® ¼³Ä¡Çϱâ
    03-5_ Wall washing °£Á¢Á¶¸í ¼³Ä¡Çϱâ
    03-6_ Wall Point Spot Light ¼³Ä¡Çϱâ
    03-7_ Wall Mounted Spot Light ¼³Ä¡Çϱâ
    03-8_ Stand Light¿¡ Omni Light ¼³Ä¡Çϱâ
    03-9_ Àå¸éÀÇ ¹à±â º¸Á¤°ú Emissive ÀçÁú È®ÀÎÇϱâ
    03-10_ GI ¿¬»ê Data¸¦ ÀÌ¿ëÇÏ¿© Å« ÇØ»óµµÀÇ Rendering Çϱâ

    Part05_ Rendering & Retouching
    Chapter 01_ Rendering Àå¸éÀÇ ¹à±â¸¦ Á¶ÀýÇÏ´Â ¿ä¼Òµé
    section 01_ Physical Camera
    01-1_ SettingsCamera
    01-2_ CameraPhysical
    01-3_ SettingsCameraDof
    01-4_ SettingsMotionBlur
    section02_ Color, Brightness & Contrast º¸Á¤
    02-1_ Color Mapping
    02-2_ V-Ray Frame Buffer

    Chapter 02_ Output ¿µ¿ª°ú Å©±â Á¶Á¤Çϱâ
    section 01_ Output Option
    section 02_ [V-Ray Tools] Ruby Script »ç¿ëÇÏ¿© Rendering ¿µ¿ª Á¶Á¤Çϱâ

    Chapter 03_ [Zorro] Ruby Script¸¦ ÀÌ¿ëÇÑ section Rendering
    section 01_ Á¾-Ⱦ´Ü¸é ¸¸µé±â & ·»´õ¸µÇϱâ
    section 02_ ¾ÆÀÌ¼Ò¸ÞÆ®¸¯ ¸¸µé±â & ·»´õ¸µÇϱâ
    section 03_ Ãþº° °ø°£ ±¸Á¶ Ç¥ÇöÇϱâ

    Chapter 04_ Retouching
    section 01_ PNG Çü½Ä°ú Ambient Occlusion ÀÌ¿ëÇÑ ¸®ÅÍĪ + »çÁø È¿°ú Ç¥ÇöÇϱâ
    section 02_ Dennis Technique + V-Ray Rendering
    section 03_ Z-Depth channelÀ» ÀÌ¿ëÇÑ Depth of Field & Out-Focusing Ç¥ÇöÇϱâ
    section 04_ Alpha ChannelÀ» ÀÌ¿ëÇÑ ¹è°æ ÇÕ¼ºÇϱâ

    Part06_ Project_Sunsetbreeze House
    Chapter 01_ Architecture & Landscape/ °ÇÃ๰°ú Á¶°æ Ç¥Çö
    section 01_ Ready for Work/ ÀÛ¾÷ÁغñÇϱâ
    section 02_ Approach/ ÁøÀÔ·Î
    section 03_ Base & Floor/ ±âÃÊ¿Í ¹Ù´Ú
    03-1_ Base/ ±âÃÊ
    03-2_ Floor/ ¹Ù´Ú
    section 04_ Outside Wall/ ¿Üº®
    04-1_ Modeling/ ÇüÅ ¸¸µé±â
    04-2_ Material & Mapping/ ÀçÁú ÀÔÈ÷±â
    section 05_ Inside Wall & Base Mold/ ³»º®°ú °É·¹¹ÞÀÌ
    section 06_ Roof/ ÁöºØ
    section 07_ Door/ ¹®
    07-1_ Entrance Door/ Çö°ü¹®
    07-2_ Inside Single Door/ ½Ç³» ¸ñÀç¹®
    07-3_ Outside Double Door/ ½Ç¿Ü öÀç¹®
    07-4_ Folding Door/ Á¢À̹®
    section 08_ Window/ â¹®
    08-1_ Awning Window & Fixed Window/ ¾î´×â & °íÁ¤Ã¢
    08-2_ Skylight/ õâ
    section 09_ Awning/ Â÷¾ç
    section 10_ Landscape/ Á¶°æ
    10-1_ Reflecting Pond/ ¿¬¸ø
    10-2_ Outdoor Lighting/ ¿ÜºÎ Á¶¸í±â±¸
    10-3_ Ground / ´ëÁö
    10-4_ Grass/ Àܵð

    Chapter 02_ Interior/ ½Ç³» ȯ°æ Ç¥Çö
    section 01_ Lighting/ ž籤 & Á¶¸í Ç¥Çö
    section 02_ Material & Mapping/ ÀçÁú ÀÔÈ÷±â
    02-1_ Material/ ÀçÁú ¸¸µé±â
    02-2_ Mapping/ ÀçÁú Àû¿ëÇϱâ
    section 03_ Rendering & Retouching/ ·»´õ¸µ°ú ¸®ÅÍĪ

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