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        <title>XSIuser.com - SOFTIMAGE | XSI 튜토리얼</title>
        <link>http://www.xsiuser.com/xe/tutorial</link>
        <description></description>
        <language>ko</language>
        <pubDate>Mon, 06 Feb 2012 04:45:11 +0900</pubDate>
        <lastBuildDate>Mon, 06 Feb 2012 04:45:11 +0900</lastBuildDate>
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                                <item>
            <title>Caustic 간단한 팁</title>
            <dc:creator>우주토끼</dc:creator>
            <link>http://www.xsiuser.com/xe/119023</link>
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                        <comments>http://www.xsiuser.com/xe/119023#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;border-collapse: collapse; font-family: 돋움; &quot;&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;Caustic 을 적용하고 Caustic의 색상을 변화 시켜줄 수 있습니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;Render Tree에서 아래 그림과 같이 photon node를 연결 시켜주고&amp;nbsp;Photon을 제어해 줌으로써 &amp;nbsp;색상을 변화 시켜 줄 수 있습니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/023/119/df87752263e9699d51d557397b76bf00.jpg&quot; alt=&quot;Caustic_응용.jpg&quot; width=&quot;1284&quot; height=&quot;943&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;</description>
                        <pubDate>Thu, 24 Nov 2011 12:19:48 +0900</pubDate>
                                    <slash:comments>1</slash:comments>
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                <item>
            <title>Dynamic range에 관한 간단한 설명</title>
            <dc:creator>우주토끼</dc:creator>
            <link>http://www.xsiuser.com/xe/119020</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/119020</guid>
                        <comments>http://www.xsiuser.com/xe/119020#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;border-collapse: collapse; font-family: 돋움; &quot;&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;&lt;b&gt;Dynamic range란 무엇인가?&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- 이미지 전체에서 가장 큰 콘트라스트를 의미합니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- Contrast ratio(콘트라스트 비)라고도 하는데 100:1 이라면 음영값을 구분해 낼수있는 단계가 100단계이다라고 설명할 수 있습니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- &amp;nbsp;DR(Dynamic range)는 전체 밝기의 범위와 가장 작은 단위에 의해 결정된다는 것을 이해하는 것이 매우 중요합니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;-결과적으로 &quot;얼마나 많은 음영값을 표현할 수있냐!!&quot; 라는 것이죠. 또 다른말로하면 &quot;Black 에서 White까지 몇단계까지 구분할 수있어?&quot; 라는 것입니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;b&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;exposure value(EV) 란 무엇인가?&lt;/font&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- 노출값입니다. 카메라 랜즈를 통해 필름에 도달하는 빛의 양에 대한 사진적인 척도입니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- 셔터속도와 조리개 구경(aperture size)에 의해 결정됩니다. 쉽게 말해서 셔터의 개방시간과 조리개구멍의 크기에 의해 결정되는 것입니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- f-stop과 혼동하는 경우가 있지만 f-stop이라는 용어는 조리개의 구멍크기에만 적용되는 용어입니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;&lt;b&gt;국제 표준 기구 (ISO, International Organization for Standardization)&amp;nbsp;&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- 조리개 구경 1과 노출시간 1초로 0 EV를 정의합니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;b&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;필름이란?&lt;/font&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;-필름 재료는 수백만의 할로겐화 은 크리스털로 덮여있습니다.&amp;nbsp;모든 필름사진은 빛에 의한 화학 반응(빛에의한 할로겐화 은의 부식)을 기반으로 합니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- 각설하고 정리하자면, 필름에 빛에 노출되면 필름의 입자들이 변화한다고 생각하면됩니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;혹은, 빛에의해 필름입자들이 타버린다고 생각하시면 이해하기 편하실것입니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;-컬러필름은 컬러필터로 나눈 몇겹의 필름 입자를 사용하여 개발한것일 뿐입니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(64, 64, 64); font-family: gulim, sans-serif; font-size: 13px; line-height: 22px; &quot;&gt;-&amp;nbsp;&lt;/span&gt;&lt;a target=&quot;_blank&quot; class=&quot;con_link&quot; href=&quot;http://kin.naver.com/qna/detail.nhn?d1id=5&amp;amp;dirId=50102&amp;amp;docId=21852283&amp;amp;qb=7ZWE66aE7J2YIOybkOumrA==&amp;amp;enc=utf8&amp;amp;section=kin&amp;amp;rank=2&amp;amp;search_sort=0&amp;amp;spq=0&amp;amp;pid=gVWSi35Y7vwssbAK%2Bflssc--340167&amp;amp;sid=TstVZ-U@y04AAGiM2U4&quot; style=&quot;text-decoration: none; word-wrap: break-word; &quot;&gt;http://kin.naver.com/qna/detail.nhn?d1id=5&amp;amp;dirId=50102&amp;amp;docId=21852283&amp;amp;qb=7ZWE66aE7J2YIOybkOumrA==&amp;amp;enc=utf8&amp;amp;section=kin&amp;amp;rank=2&amp;amp;search_sort=0&amp;amp;spq=0&amp;amp;pid=gVWSi35Y7vwssbAK%2Bflssc--340167&amp;amp;sid=TstVZ-U@y04AAGiM2U4&lt;/a&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;- 위의 링크에 필름에 대한 디테일한 설명이 있습니다. 이걸 꼭 외우거나 하실 필요는 없습니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;대략의 방식을 정확하게만 이해하고 계시면 됩니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;이렇게 아날로그 필름을 이용한 방식은 명암을 조절하여 원하는 노출을 만들어낼 수있습니다.(아날로그 후처리방식)&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;디지털 센서는 필름이나 우리 눈처럼 로그 방식으로 반응하지 않는다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;디지털 센서는 선형적으로 광자 수를 센다. 이런 이미지는 매우 어둡고 콘트라스트가 높다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;아래의 녹색박스안의 사진이 선형적인 이미지입니다.(대략적인 그림이므로 너무 커브에 집중하진 말아주세요..) 오른쪽 Curve를 보면 X축이 EV(노출) Y축이 픽셀값이라고 보시면 됩니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;여기서 선형적이라고 말하는것은 EV 값에 해당하는 X축이 선형 스케일노출 그래프로 보면 빨간색의 선과 같은 형태이고 X축의 값인 노출값의 간격이 일정하지 않습니다. 이 그래프를 X축의 값인 EV(노출값)을 일정한 간격으로 재배치하고 보면 대략적인 모양이 녹색의 커브모양과 같이 되는것입니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/020/119/ccd5fc91f2c05d2dff013481a96ec6f4.png&quot; alt=&quot;감마엔코딩.png&quot; class=&quot;iePngFix&quot; width=&quot;854&quot; height=&quot;820&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; text-align: center; &quot;&gt;(고양이그림은 그냥 인터넷에서 가져온것입니다...문제시 삭제하겠습니다.)&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;그림에서 보는것과같이 EV값이 다양하지 않고 뭉개져서 전체적으로 어두운 이 이미지를 해결하기 위해서는 감마 엔코딩(Gamma Enconding)을 하면 됩니다. 대략적으로 파란색의 커브를 곱해주어서 빨간색 그래프로 만들어주어 훨씬 더 자연스럽게 보이는 톤 값의 분포가 이루어지게 만들어줍니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;이 감마 엔코딩은 자동으로 이루어지는 처리이며 이는 모든 LDR이미지에 내장된 특성이며, 256개 밖에 되지 않는 디지털 값들을 잘 사용하기 위해 필요합니다.&lt;br /&gt;하지만 이것은 디지털 이미지의 편집을 시작하자마자 8비트이미지의 단점이 보이게 됩니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;그래서 더 높은 비트의 이미지로 작업을 하는것이 좋을것입니다.&amp;nbsp;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;그럼 다음에는 이미지 포멧에 대하여 간략하게 알아보도록 하죠.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;.Tiff/ .RAW /&amp;nbsp;Cineon(.cin) / .hdr / .pic / TIFF LogLuv(.tif) / Open EXR (.exr) / JPEG / &amp;nbsp;등등..&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;표준화되지 못한!!! 아직도 표준화가 안된!! 빌어먹을~~ 이미지 포멧들이 너무 많습니다. 각각의&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;장단점이 있지만 모두 설명하기에는 저의 짧은 지식으로는 힘이드니 제 멋대로 몇가지 포멧에 대해서만 대충 설명하겠습니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;===========================================================================================&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;비압축 TIFF32 와 PFM 포멧의 이미지 파일만이 단순한 메모리를 복사하여 디스크의 파일을 메모리에 있었던 내용과 동일하게 만드는 확실한 방법입니다. (즉, 이미지파일을 여기저기 다른프로그램으로 가지고 갈때 손실될 수 있는 이미지 파일을 손실없이 가져갈 수 있는 유일한 포멧입니다.)&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;이미지의 손상도없고 좋은 포멧이지만 용량이 너무 커서 사용하기 힘든면이 있습니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;*.hdr 이란 포멧의 장점은 96비트에 들어갈 만한 컬러값을 단지 32비트 만을 사용하여 저장가능합니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;엄청나게 큰 수의 다이나믹레인지를&amp;nbsp;&amp;nbsp;표현가능합니다. 하지만 이것도 용량이 크고 많은 저장공간이 낭비됩니다. 왜냐하면 필요이상의 다이나믹레인지값을 가지고 있기 때문입니다. 눈이 못따라올정도로요.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;결과적으로&lt;b&gt;&amp;nbsp;OpenEXR&lt;/b&gt;파일을 추천하게 됩니다. OpenEXR은 ILM에서 만들어 배포한 포멧으로 해리포터와 마법사의 돌에서 부터 쓰이기 시작했습니다. 많은 회사들이 ILM과 일하기를 원했기때문에 이포멧을 많이 사용하고있기도 한데 OpenEXR파일은 장점이 많습니다. 효율적인 압축, 충분한 레인지 그리고 우수한 컬러정밀도의 균형잡힌 조합으로 최상의 성능을 제공합니다. 또한, 유일하게 임의의 채널을 만들 수 있는 독특한 능력때문에 합성과 후반작업에 정말 유용한 파일포멧이 됩니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;중요한것은 이미지 파일의 크기(용량)라고해도 과언이 아닙니다. 가볍고 빠르게 편집이 가능해야하니까요..물론&amp;nbsp;데이터의 범용성과 효율적인 압축은 기본입니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;===========================================================================================&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;자 이제 HDRI이미지를 촬영할때는 어떻게 하는것이 좋을지에 대해 간단한 설명을 하겠습니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;HDRI 이미지를 만드는 방법은 같은 장소에서 동일한 조리개 사이즈와 ISO 값을 적용하고 셔터속도만 변화를 주어서 찍은 여러장의 노출만 다르게 찍힌 사진을 한장의 이미지로 만들어주는 것입니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;이때 카메라의 화질 개선 기능을 전부 off시켜주시거나(jpeg로 촬영시) RAW으로 촬영하시면 됩니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;조리개 사이즈는 심도의 변화를 불러올수 있습니다. ISO값은 센서의 노이즈 특성을 바꾸며 이것으로는 많은 조정이 불가능 하기 때문입니다. 화이트 밸런스 또한 같아야 하고, 초점도 변하면 안되겠죠^^&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;그리고 ISO값은 최소값으로 설정합니다. ISO값이 높으면 센서의 노이즈가 증가하여 선명한 사진을 얻지 못하기 때문입니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;야외촬영때는 높은 f-넘버로 설정하는 것이 좋습니다. f-넘버의 숫자가 높을수록 조리개의 구멍이 작아지기 때문에 보다 심도가 깊어지기 때문입니다. 심도가 얖은 사진을 찍고싶을때는 높은 f-넘버로 설정해 주시면됩니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;조리개의 크기 즉 f-넘버를 결정하고 나면 변경하지않고 촬영하도록 합니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;b&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;요약하자면 아래의 설정을 모두 고정한 상태에서 촬영을 합니다.&lt;/font&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;b&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;- ISO값&lt;/font&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;b&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;-화이트밸런스&lt;/font&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;b&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;-조리개&lt;/font&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;b&gt;&lt;font class=&quot;Apple-style-span&quot; color=&quot;#ff0000&quot;&gt;-초점&lt;/font&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 2px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; line-height: 1.5; &quot;&gt;이렇게 연속된 노출 브라켓촬영을 할 준비가 된 것입니다. 노출 브라켓촬영이란 같은 사진을 셔터스피드를 각각 다르게 해서 찍는 촬영을 말한다고 내멋대로 해석하고 말합니다..!!&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;</description>
                        <pubDate>Thu, 24 Nov 2011 12:17:30 +0900</pubDate>
                                    <slash:comments>6</slash:comments>
                    </item>
                <item>
            <title>스케치업과 엑시모델링</title>
            <dc:creator>김태선</dc:creator>
            <link>http://www.xsiuser.com/xe/113292</link>
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                        <comments>http://www.xsiuser.com/xe/113292#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/292/113/42b0aad11470be15a2c0d47f70308bb7.jpg&quot; alt=&quot;스케치업과엑시.jpg&quot; width=&quot;2945&quot; height=&quot;4956&quot; style=&quot;&quot; /&gt; &lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Wed, 24 Aug 2011 20:56:55 +0900</pubDate>
                                    <slash:comments>1</slash:comments>
                    </item>
                <item>
            <title>스킨쉐이더와 Diffuse Weight</title>
            <dc:creator>시영</dc:creator>
            <link>http://www.xsiuser.com/xe/112249</link>
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                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;안녕하세요~!!! 시영입니다. 또 한 번 스킨쉐이더를 만지작 거리다가 우연히 재미난 결과물을 얻어서&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;혹시나 참고가 될까하고 올려봅니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;모델링 데이터는 페이스로봇의 Rock Falcon 입니다. 스킨쉐이더에 bump 맵을 연결시 피부의 질감을 내기에는 충분하지만&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;표피의 질감만 주기에 뭔가 부족하다고 느꼈습니다. 뭔가 고무에다가 음영을 준 느낌이라고 해야되나요? 근데 실제 사람의&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;피부는 주름진 곳이나 모공은 색이 다르게 표현이 됩니다. 저는 이런 부분을 Diffuse 의 Weight 에 bump 맵을 연결시킴으로써&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;표피의 두깨가 bump맵에 따라서 변화되면 어떨까 하고 실험을 해봤습니다. &amp;nbsp;자 그럼 시작해보겠습니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;일단 저 같은 경우는 스킨쉐이더를 작업할때 Advanced Settings 에 있는 micellaneous 값을 조절해서 스킨쉐이더의 음영을&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;찾습니다. 아래 그림같은경우 micellanoeus 값이 기본값인 1 인데, &amp;nbsp;조명이 왼쪽 윗부분에서 때리고 있는데 반하여 전체적으로&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;너무 밝은 느낌입니다. 오른쪽 부분이 조금 더 어두워야 할 것 같습니다. &amp;lt;클릭하셔서 크게 보세요&amp;gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/19db3d25f670bae6776c15a7d101bd86.jpg&quot; alt=&quot;Tut_001.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;아래 그림과 같이 조절해봤습니다. 사실 micellaneous 값을 조절해서 음영을 조절하는게 맞는 방식인지는 정확히 모르겠습니다.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/709b19989ae0eaf0f2532093ac5f798a.jpg&quot; alt=&quot;Tut_002.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;여러 방향에서 조명이 자연스럽게 나오는지 확인을 해 봅니다.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/24d7f0485d5d4041aac2c8bb7d37fa11.jpg&quot; alt=&quot;Tut_003.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/a748da46fff3fb1912f813474990ad7e.jpg&quot; alt=&quot;Tut_004.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;위 그림과 같이 조명을 적당하게 배치를 하고 스킨쉐이더에 필요한 포트들에 이미지를 연결해 보도록 하겠습니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;스킨쉐이더의 옵션들도 참고하시라고 올렸습니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/75351be689122cfadec3e22201c4766a.jpg&quot; alt=&quot;Tut_005.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;일단 위의 그림과 같이 Specular Overall 에 Rock Falcon 의 face spec 을 연결해 줍니다. 피부에서 적절하게 반사가 생기게 reflection&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;weight 에 연결해 줍니다. 이때 spec 맵의 기본값이 너무 밝으므로 color corretion 노드를 이용해서 살짝 어둡게 만든후 연결해줍니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;그러면 아까 같이 과도한 specular 가 없어지고 적당한 느낌의 specular 가 됩니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/709d40eec5163cbf659636151dd5c152.jpg&quot; alt=&quot;Tut_006.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;그 다음에 위의 그림과 같이 rock falcon 의 face_bump 를 스킨쉐이더 bump 에 연결 해줍니다. material 에 연결시 bump 값이&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;먹질 않습니다. 그냥 bump 맵만 연결해 버리면 질감은 살아 있지만, 뭔가 고무 같은 재질 겉표면의 울룩불룩한 느낌만 살아 있는&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;느낌입니다. 그래서 이런 느낌을 없애보고자, 제가 생각한 게 피부의 모공이 들어간 부분이나 주름이 들어간 부분들은 표피가&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;좀 더 얇아져서&amp;nbsp;표피 아래의 진피가 더 진하게 보이게 하면 어떨까 입니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&amp;lt;이미지가 작아서 잘 안보이니 클릭해서 확대해서 보세요. &amp;gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/6d4fb885276d4afadf023befaa8a6633.jpg&quot; alt=&quot;Tut_007.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;그래서 얻은 렌더링 이미지가 위의 그림입니다. bump 맵을 약간의 color correction 을 통해 diffuse weight 에 연결 시켜줬습니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;gamma 값을 조절해서 diffuse weight 값을 연결하기전과 비슷한 톤이 나오도록 했습니다. 주름도 훨씬 잘보이고 모공도 뚜렷하게&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;잘 보입니다. &amp;nbsp;질감이 한층 더 살아있는 느낌이 납니다.&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;이제 마지막으로 over all color mutiflier 가 아닌 &amp;nbsp;epidermal 맵에 이미지를 하나 연결하는데요. 기존의 rock falcon 의 맵은 피부의&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;모공이나 머리카락 이런 부분을 다 표현해서 제가 내려고 하는 느낌에 안맞는거 같아서 맵을 새로 만들었습니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/e1305a07dd0bbec9f8a7e3f45a37f7f8.jpg&quot; alt=&quot;Rock_Epidermal_tut.jpg&quot; width=&quot;800&quot; height=&quot;533&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;그냥 색감만 낸 맵입니다. 이미 디테일 한 부분들이 표현이 되있어서 입술부분이나 수염난 부분들 눈주변의 약간 어두운 부분들만&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;적당하게 표현했습니다. 이 맵을 epidermal color 에 연결 시켜줍니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/27f696d8e7b410bdf66ddec0c6fd3a2c.jpg&quot; alt=&quot;Tut_008.jpg&quot; width=&quot;800&quot; height=&quot;500&quot; style=&quot;width: 800px; height: 500px; &quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;자 이제 위의 그림같이 최종 결과물이 나왔습니다. 적당한 이론만으로 표현을 해봤는데 제가 느끼기에는 너무 괜찮은 느낌이 나서&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;같이 공유해보고자 올립니다. 범프맵을 연결시키는게 제 이론에 딱맞진 않습니다. bump 맵에서는 눈썹있는 부분들이 까맣게&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;나와있는데 diffuse weight 에서는 눈썹부분이 밝게 표현되는게 맞겠죠. 눈썹있는 부분은 확산이 안일어나고 피부가 얇을 이유도&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;없으니깐요. 사실 있는 모델링과 있는 맵으로 표현해서 이게 다른 모델링에서도 같은 결과물을 보여줄지는 아직 모르겠습니다.&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;displacement 맵을 연결할시에는 어떻게 해야할지 아직 의문이 한가득 남아있습니다. 담에는 더 좋은 튜토리얼을 가지고 오겠습니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;그럼 수고하세요~!!!!!&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;파이널이미지로 몇개 올려봅니다~!!!&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/249/112/f55716271b95f8d917f28614a79cc3b9.jpg&quot; alt=&quot;Final_001.jpg&quot; width=&quot;789&quot; height=&quot;742&quot; style=&quot;&quot; /&gt;
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                        <pubDate>Thu, 21 Jul 2011 02:29:17 +0900</pubDate>
                                    <slash:comments>8</slash:comments>
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            <title>스킨쉐이더와 LightSmith 렌더링</title>
            <dc:creator>시영</dc:creator>
            <link>http://www.xsiuser.com/xe/111510</link>
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                        <comments>http://www.xsiuser.com/xe/111510#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;안녕하세요~!!! 시영입니다~!!!&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;오래전에 스킨쉐이더를 테스트겸 올렸었는데 또 한 번의 테스트가 시행됐습니다. &amp;nbsp;회사에서 하라는 일은 않하고, 눈치보면서 이러고&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;놀고 있습니다. ㅎㅎㅎ&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;sIBL 를 테스트 하면서 LightSmith 라는 걸 알게됐습니다. 그냥 버튼 몇번 누르면&amp;nbsp;알아서 세팅된 라이트가 툭툭 틔어나오니깐 그렇게&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;편할 수가 없더라구여. ㅎㅎ 그런데 왜 갑자기 스킨쉐이더를 또 만지작 거렸는지 음.... 어떤 이유였는지 생각이 안나네요.&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;스킨쉐이더는 며칠씩이나 만지작 거리면서 만족스러운 결과가 나올 때 까지 찾은 값입니다.&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;뭐 이게 진리다 라고는 할 수 없겠죠~ 우연히 나온 결과물이라서 ㅎㅎㅎ &amp;nbsp;그럼 간단한 캡춰화면 보면서 설명을 드릴께요.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/510/111/c79f6b07ae14100847b991ff9dc57b75.jpg&quot; alt=&quot;Tut_001.jpg&quot; width=&quot;1683&quot; height=&quot;1026&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진1]&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진1]은 &amp;nbsp;일단 제가 LightSmith 를 이용해서 조명들의 위치를 보여드리기 위합입니다. 일단 메인으로 가장 밝은 라이트를 오른쪽 상단에&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;배치를 했구요. 또 다른 하나는 왼쪽 약간 밑으로 배치를 했고, 마지막 하나는 뒤에다가 거대하게 배치를 했습니다. &amp;nbsp;뭐 기본적인 3점조명&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;이라고들 하는데 전 &amp;nbsp;제멋대로 아는대로 배치 했습니다. ㅋㅋㅋ 그 후에 일단 스피어를 하나 꺼내서 테스트 렌더를 합니다. 아니면 렌더링&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;이 너무 오래 걸리는 관계로 피곤합니다. 메트리얼은 아키텍쳐를 입혀서 흰색으로 만들고 반사값을 살짝 줬습니다. 사실 반사 필요없습니다.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;전체적인 색감을 보려고 하는거니깐요. 흰색인데 까맣게 보이면 이상하잖아요. &amp;nbsp;적당히 아름답게 보이는 값을 조명의 밝기를 슬쩍슬쩍&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;조절하면서 찾습니다.&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/510/111/5778ba3c279b7ba41023ea4074508909.jpg&quot; alt=&quot;Tut_002.jpg&quot; width=&quot;1683&quot; height=&quot;1026&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진2]&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진2] 는 스킨쉐이더의 렌더트리를 캡춰한 화면입니다. 모델링은 페이스로봇의 기본모델링 중 하나인 Kitty 입니다. 텍스쳐까지 입혀져&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;있고 모델링도 잘되있어서 선택한 겁니다. &amp;nbsp;기본세팅과 다른 점은 하이라이트 부분인데, 하이라이트의 정도를 조절할 수 있게 intensity&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;를 중간에 넣어줬습니다.&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/510/111/516ba430a5f7de9ab79e57b6bbef2ef1.jpg&quot; alt=&quot;Tut_003.jpg&quot; width=&quot;1683&quot; height=&quot;1026&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진3]&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진3] &amp;nbsp;은 구체적인 쉐이더 세팅 값입니다. &amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/510/111/99c7ba03de302f7b189dd93a20453e4f.jpg&quot; alt=&quot;Tut_005.jpg&quot; width=&quot;741&quot; height=&quot;561&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진4]&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;[사진4] 는 최종 렌더링 결과물입니다. 물론 이렇게 단박에 나오진 않았죠. 수많은 시행착오가 있었습니다. ㅎㅎㅎ 제가 이 테스트를 통해서&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;얻은 점은 스킨쉐이더에서 정말 중요한게 Specular &amp;nbsp;일명 하이라이트 입니다. 전에 테스트 할 때도 물론 그 부분을 중점으로 했고, 이번에도&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;마찬가지로 하이라이트 부분에 신경을 많이 썼습니다. &amp;nbsp;다음 번에는 눈에 관한 연구를 한 번 해봐야겠습니다. &amp;nbsp;눈알에 생명력을 부여해보는&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;테스트로 다음에 찾아뵙겠습니다.&amp;nbsp;&lt;/p&gt;&lt;p&gt;






&lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Thu, 16 Jun 2011 16:43:21 +0900</pubDate>
                                    <slash:comments>6</slash:comments>
                    </item>
                <item>
            <title>Card_Opacity</title>
            <dc:creator>우주토끼</dc:creator>
            <link>http://www.xsiuser.com/xe/110259</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/110259</guid>
                        <comments>http://www.xsiuser.com/xe/110259#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-family: 돋움, Dotum, AppleGothic, sans-serif; &quot;&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;아래그림과 같이 그리드에 이미지를 넣고 알파맵채널을 이용해서 나무같은것들을 랜더링 해보신 경험들이 있으실 거에요..&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;하지만 문제점이 있습니다.&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/259/110/card_opacity_001.jpg&quot; alt=&quot;card_opacity_001.jpg&quot; width=&quot;836&quot; height=&quot;930&quot; style=&quot;&quot; /&gt;
&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/259/110/card_opacity_002.jpg&quot; alt=&quot;card_opacity_002.jpg&quot; width=&quot;701&quot; height=&quot;1015&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;Depth pass 를 뽑게 되면 그리드전체가 랜더링이 되는것을 보실수 있습니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;이러한 문제를 해결해 보도록 하겠습니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;1. card/Opacity(mip) 혹은 mip_card/Opactiy 를 꺼내어 아래그림과 같이 연결해주세요.&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/259/110/card_opacity_003.jpg&quot; alt=&quot;card_opacity_003.jpg&quot; width=&quot;1452&quot; height=&quot;478&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/259/110/card_opacity_004.jpg&quot; alt=&quot;card_opacity_004.jpg&quot; width=&quot;662&quot; height=&quot;1209&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;위의 그림과 같이 depth의 알파는 빠지지만 완전하지는 않습니다. 빨간 네모표시와 같이 그리드가 앞에있으면&amp;nbsp;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;뎁스값이 정확하게 나오지 않습니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;2, Processing &amp;gt; Color Channels &amp;gt; Picker 를 아래그림과 같이 연결해 주고,Card_Opacity_mip 안에 Opacity in Alpha 의 체크를 비활성화 시켜주시면 됩니다. 마지막으로 Constant의 Transparency/Reflection &amp;gt; Transparency &amp;gt; Enable 체크를 비활성화시켜주시면 됩니다.&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/259/110/card_opacity_005.jpg&quot; alt=&quot;card_opacity_005.jpg&quot; width=&quot;1778&quot; height=&quot;1030&quot; style=&quot;&quot; /&gt;
&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;p style=&quot;margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; &quot;&gt;&lt;br /&gt;&lt;/p&gt;&lt;/span&gt;&lt;/div&gt;</description>
                        <pubDate>Fri, 29 Apr 2011 16:31:56 +0900</pubDate>
                                </item>
                <item>
            <title>Physical Sun and Sky in Softimage</title>
            <dc:creator>우주토끼</dc:creator>
            <link>http://www.xsiuser.com/xe/110075</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/110075</guid>
                        <comments>http://www.xsiuser.com/xe/110075#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;font class=&quot;Apple-style-span&quot; face=&quot;Arial, 맑은고딕&quot;&gt;&lt;p&gt;&lt;font class=&quot;Apple-style-span&quot; face=&quot;Arial, 맑은고딕&quot;&gt;http://free8011.blog.me/60128626153&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font class=&quot;Apple-style-span&quot; face=&quot;Arial, 맑은고딕&quot;&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font class=&quot;Apple-style-span&quot; face=&quot;Arial, 맑은고딕&quot;&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;/font&gt;&lt;/p&gt;&lt;h3 style=&quot;line-height: 1.4em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.25em; margin-left: 0px; color: rgb(51, 51, 51); font-size: 17px; font-weight: bold; font-family: Verdana, sans-serif; &quot; class=&quot;post-title entry-title&quot;&gt;&lt;font class=&quot;Apple-style-span&quot; face=&quot;Arial, 맑은고딕&quot;&gt;&lt;span style=&quot;FONT-SIZE: 7pt&quot;&gt;출처:&amp;nbsp;&lt;/span&gt;&lt;a class=&quot;con_link&quot; href=&quot;http://kobayashystips.blogspot.com/2009/09/physical-sun-and-sky-in-softimage.html&quot; target=&quot;_blank&quot; _cssquery_uid=&quot;24&quot;&gt;&lt;span style=&quot;FONT-SIZE: 7pt&quot;&gt;http://kobayashystips.blogspot.com/2009/09/physical-sun-and-sky-in-softimage.html&lt;/span&gt;&lt;/a&gt;&lt;/font&gt;&lt;/h3&gt;&lt;font class=&quot;Apple-style-span&quot; face=&quot;Arial, 맑은고딕&quot;&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot;&gt;번역은 믿지 마세요..ㅎㅎㅎㅎ 난역시 바뒤랭귀지야..ㅜㅜ&lt;br /&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;h3 style=&quot;line-height: 1.4em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.25em; margin-left: 0px; color: rgb(51, 51, 51); font-size: 17px; font-weight: bold; font-family: Verdana, sans-serif; &quot; class=&quot;post-title entry-title&quot;&gt;Physical Sun and Sky in Softimage&lt;/h3&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div class=&quot;post-header&quot; style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot;&gt;
&lt;div class=&quot;post-header-line-1&quot;&gt;&lt;/div&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;If you have used the Physical Sun and Sky in 
Maya and Softimage, you may have noticed that in Softimage the setup is halfway 
done. Only the sky is created, no lens shader is used and the Sun is using a 
soft light shader instead of the physical sun shader.&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;만약 여러분이 
Physical sun과 Sky 를 마야와 소프트이미지에서 사용해본적이 있다면, 여러분은 소프트이미지의 셋업이 불충분하다는것을 알아챗을것이다.&amp;nbsp; 
Physical Sun 만을 생성했다면,&amp;nbsp;Physical sun shader&amp;nbsp;랜즈쉐이더는 사용되지 않고&amp;nbsp;대신에 softLight를(기본조명) 
사용한다.&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;COLOR: #0075c8&quot;&gt;﻿&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&amp;nbsp;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;If you want to have a setup similar to Maya you 
have to connect everything manually. I got tired of connecting all the shaders 
manually so I have modified the Initialize sky shader script to include all 
those changes.&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;&amp;nbsp;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;text-align: left; line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;만약 여러분이 마야와&amp;nbsp;유사한 셋팅을 
하고싶다면 모든것을 수동으로 연결해주어야한다. 나는 모든 쉐이더를 수동으로 연결하는것이 피곤하게 되었다. 그래서 나는 모든 변경 
사항을&amp;nbsp;포함하도록 sky shader script를 초기화 하여 바꾸었다.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a style=&quot;COLOR: rgb(51,136,136); TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://kobayashystips.section-5.com/download/softimage/PhysicalSkyAdvance_v1.1.zip&quot; target=&quot;_blank&quot;&gt;Download the addon here&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;b&gt;&lt;/b&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;text-align: left; line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&lt;strong&gt;다운로드는 
이곳에서&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; margin-left: 0px; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://4.bp.blogspot.com/_mpzt90zsrHk/SqFlQSNTRII/AAAAAAAACjw/bMEGqNBK59w/s1600-h/init.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://4.bp.blogspot.com/_mpzt90zsrHk/SqFlQSNTRII/AAAAAAAACjw/bMEGqNBK59w/s200/init.jpg&quot; alt=&quot;init.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;Once 
installed&amp;nbsp;&lt;i&gt;(see Softimage Help on how to install addons)&amp;nbsp;&lt;span style=&quot;FONT-STYLE: normal&quot;&gt;you will have a new entry in the Pass &amp;gt; Edit menu 
:&amp;nbsp;&lt;b&gt;&lt;i&gt;Initialize Physical Sun/Sky Shader&amp;nbsp;&lt;/i&gt;&lt;/b&gt;&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;한번의 인스톨로 Pass&amp;gt;Edit 매뉴에 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;new&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt; entry : Intialize 
Physical Sun/Sky shader 가 생성된다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://4.bp.blogspot.com/_mpzt90zsrHk/SqFlRkWeF6I/AAAAAAAACj4/XfGr_VPaxC0/s1600-h/initUI.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://4.bp.blogspot.com/_mpzt90zsrHk/SqFlRkWeF6I/AAAAAAAACj4/XfGr_VPaxC0/s200/initUI.jpg&quot; alt=&quot;initUI.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;The 
Initialize window is similar to the default Initialize Sky Shader window. Choose 
your pass and you sun light then click Apply.&amp;nbsp; &lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;초기화 창은 기본 초기화 스카이 쉐이더 창과 비슷하다. 당신이 패스와 sun light로 사용할 
Lihgt를 선택한 다음&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;Apply시켜주면 된다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://1.bp.blogspot.com/_mpzt90zsrHk/SqFmNTmkGUI/AAAAAAAACkA/JLS3PGnCDCE/s1600-h/envirStack.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://1.bp.blogspot.com/_mpzt90zsrHk/SqFmNTmkGUI/AAAAAAAACkA/JLS3PGnCDCE/s200/envirStack.jpg&quot; alt=&quot;envirStack.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;The 
plugin will create the physical Sky shader in the pass environment stack.&amp;nbsp;&amp;nbsp;&amp;nbsp; 
&lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;플러그인이 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Pass 
environment stack에 Physical sky shader를&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt; 만들어 
줄 것이다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://3.bp.blogspot.com/_mpzt90zsrHk/SqFmOEpr3cI/AAAAAAAACkI/JjjvWTsTacA/s1600-h/lensStack.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://3.bp.blogspot.com/_mpzt90zsrHk/SqFmOEpr3cI/AAAAAAAACkI/JjjvWTsTacA/s200/lensStack.jpg&quot; alt=&quot;lensStack.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;It 
will also add a photgraphic Exposure shader in the pass lens stack and set the 
pass lens stack mode to&amp;nbsp;&lt;i&gt;Add After Camera Lens Shaders.&lt;/i&gt;&lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Pass lens stack 에&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt; 
pass lens stack mode&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;와 그안의 나중에 카메라 랜즈 쉐이더에 
추가될&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;photgraphic Exposure shader 를 만들어줄것이다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://3.bp.blogspot.com/_mpzt90zsrHk/SqFnLERjkcI/AAAAAAAACkQ/f3syZS2ysGM/s1600-h/lightShader.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://3.bp.blogspot.com/_mpzt90zsrHk/SqFnLERjkcI/AAAAAAAACkQ/f3syZS2ysGM/s200/lightShader.jpg&quot; alt=&quot;lightShader.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;And 
most importantly it will add a Physical Sun shader in the light shader, 
replacing the default soft light shader.&lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;그리고 가장 
중요한 것은 라이트쉐이더안에 있는&amp;nbsp;&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(0, 158, 37); &quot;&gt;default soft light shader&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;를 &lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(0, 158, 37); &quot;&gt;Physical Sun shader&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(0, 158, 37); &quot;&gt;와 교체해 
주는것이다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;Now you have all the 
proper shaders to create physically accurate renders.&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;But some of the 
default values in these shaders are not correct, the plugin will take care of 
adjusting them correctly.&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;color: rgb(51, 51, 51); &quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;이제 당신은&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt; 
물리적으로&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;정확한 랜더링을 할수 있는 적절한 쉐이더가 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;준비가 되엇다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;color: rgb(51, 51, 51); &quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;하지만, 몇몇은 이 shaders에 있는 기본값들이 정확하지 않다. 플러그인이 
그것들을 적절히&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;조화시키는것을 다룰것이다&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: left; clear: both; color: rgb(51, 51, 51); &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://2.bp.blogspot.com/_mpzt90zsrHk/SqFnY9Tz-uI/AAAAAAAACkY/8Aozdv_GKss/s1600-h/sunUI.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://2.bp.blogspot.com/_mpzt90zsrHk/SqFnY9Tz-uI/AAAAAAAACkY/8Aozdv_GKss/s200/sunUI.jpg&quot; alt=&quot;sunUI.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;In 
the Physical Sun shader you will notice that most properties are controlled by 
an expression, exactly like in Maya.&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;color: rgb(51, 51, 51); &quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;당신은 정확히 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;마야에서와 같이 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Physical Sun 
shader의&amp;nbsp;properties에서 expression에 의해 컨트롤되는것을&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;알아차렷을 
것이다&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;color: rgb(51, 51, 51); &quot;&gt;You can edit the shadow softness and shadow samples of the Sun in this 
shader.&lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;당신은&amp;nbsp;Physical&amp;nbsp;Sun&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;의&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt; &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;shadow softness 와 shadow samples 를 
수정할수있다.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Most of the values in this shader need to match the value 
of the Physical Sky shader&amp;nbsp;exactly. Connecting these values with expression is 
the easiest way to keep these values linked.&lt;/div&gt;
&lt;div style=&quot;color: rgb(51, 51, 51); &quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;
&lt;div&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;이쉐이더의 velue값은 대부분 Physical Sky shader의 값과 
일치해야한다.&lt;/span&gt; expression으로 이러한 값을 연결하는 것이 가장 쉬운 방법이다.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;- 한마디로 Physical Sun과 Physical sky shader의 벨류값들을 expression하라는 소리인데 머이래 어렵게 
써놓은건지..&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: rgb(51, 51, 51); &quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;text-align: left; line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; clear: both; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://1.bp.blogspot.com/_mpzt90zsrHk/SqFnaao4YhI/AAAAAAAACkg/qFwvWS3ATp0/s1600-h/skyUI.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://1.bp.blogspot.com/_mpzt90zsrHk/SqFnaao4YhI/AAAAAAAACkg/qFwvWS3ATp0/s320/skyUI.jpg&quot; alt=&quot;skyUI.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;In 
the Physical Sky shader, the multiplier values is set to 1 instead of 0.1 and 
the rgb Unit Convertion is set to 0.318&lt;br /&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Physical 
Sky shader의&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt; multiplier 값을 0.1 대신 1로 설정되고 rgb 
Unit Convertion 값이 0.318로 설정된다.&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;As mentioned in the&amp;nbsp;&lt;a style=&quot;COLOR: rgb(51,136,136); TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://download.autodesk.com/us/maya/2010help/mr/shaders/architectural/arch_sunsky.html#Units&quot; target=&quot;_blank&quot;&gt;Sun and Sky Mental Ray documentation&lt;/a&gt;:&lt;br /&gt;&lt;i&gt;&lt;span style=&quot;FONT-FAMILY: inherit&quot;&gt;When setting the rgb Unit Convertion values to 
0.318, the final rendered pixels in the image are true photmetric luminance 
values in candela per square meter.&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;&lt;i&gt;&lt;span style=&quot;FONT-FAMILY: inherit&quot;&gt;&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&lt;font size=&quot;2&quot; face=&quot;Verdana&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&lt;a style=&quot;COLOR: rgb(51,136,136); TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://download.autodesk.com/us/maya/2010help/mr/shaders/architectural/arch_sunsky.html#Units&quot; target=&quot;_blank&quot;&gt;Sun and Sky Mental Ray documentation&lt;/a&gt;&amp;nbsp;&lt;/span&gt;&lt;/font&gt;&lt;span style=&quot;COLOR: #009e25; FONT-SIZE: 8pt&quot;&gt;에서 언급한것과 같이 &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&lt;span style=&quot;COLOR: #009e25; FONT-SIZE: 8pt&quot;&gt;rgb Unit convertion 값이 .0318로 설정되었을때 
최종랜더링 이미지의&amp;nbsp;픽셀들은 랜더된 이미지의 1평방미터당의 candela의 실제&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;photmetric &lt;font size=&quot;2&quot;&gt;휘도의 
&lt;/font&gt;값이다&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&lt;/span&gt;&lt;br /&gt;&lt;em&gt;These true luminance values then fit 
perfectly as input to the photographic tone mapper.&lt;br /&gt;&lt;/em&gt;&lt;/span&gt;&lt;span style=&quot;FONT-FAMILY: helvetica; FONT-SIZE: small&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-SIZE: 13px&quot;&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;이러한&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;빛의 값은 Photographic tone mapper를 
추가함으로써&amp;nbsp;완벽하게된다.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;text-align: center; line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; clear: both; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;MARGIN-BOTTOM: 1em; FLOAT: left; COLOR: rgb(51,136,136); CLEAR: left; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://2.bp.blogspot.com/_mpzt90zsrHk/SqHJrtiE2uI/AAAAAAAAClA/siOQKv0HMRs/s1600-h/tonemapper_1.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://2.bp.blogspot.com/_mpzt90zsrHk/SqHJrtiE2uI/AAAAAAAAClA/siOQKv0HMRs/s320/tonemapper_1.jpg&quot; alt=&quot;tonemapper_1.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;FONT-FAMILY: helvetica; FONT-SIZE: small&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-SIZE: 13px&quot;&gt;For the Photographic Exposure shader, 
the plugin sets the&amp;nbsp;&lt;i&gt;F-Stop Number&amp;nbsp;&lt;/i&gt;to 16 and the&amp;nbsp;&lt;i&gt;c/m2 Factor&lt;/i&gt;&amp;nbsp;to 
1.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;FONT-FAMILY: helvetica; FONT-SIZE: small&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;Photographic Exposure 
shader의 경우는 F-Stop Number 를 16으로 c/m Factor 을 1로 설정되어있다.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;Setting the 
c/m2 Factor to 1 is important to stay in true photographic mode.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;c/m2 Factor 을 1로 
설정하는것은&amp;nbsp;실사모드에서 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;대단히 중요하다.&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;These setting 
represent the&lt;i&gt;Sunny 16&amp;nbsp;&lt;/i&gt;rule in photography. As discussed in the&lt;a style=&quot;COLOR: rgb(51,136,136); TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://download.autodesk.com/us/maya/2010help/mr/shaders/architectural/arch_camera.html#The_&amp;quot;Photographic&amp;quot;_Tone_Mapper&quot; target=&quot;_blank&quot;&gt;&amp;nbsp;Physical Exposure Mental Ray documentation.&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;이러한 
설정은 사진에서 Sunny 16 rule을 나타낸다.(sunny 16 rule은 &quot;The &quot;photographic&quot; Tone Mapping&quot;에서 
찾아보시면 됩니다 조리개 번호를(f-stop Number는 지정된&amp;nbsp;16번조리개의 번호입니다.)&amp;nbsp;16으로 
설정하라는소리입니다.)&lt;br /&gt;&lt;/span&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;&lt;a style=&quot;COLOR: rgb(51,136,136); TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://download.autodesk.com/us/maya/2010help/mr/shaders/architectural/arch_camera.html#The_&amp;quot;Photographic&amp;quot;_Tone_Mapper&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;Physical Exposure Mental Ray 
documentation&lt;/span&gt;&lt;/a&gt;&amp;nbsp;에서 설명한것과 같다.&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;To adjust the 
brightness of the image you can simply adjust the Shutter Time and the 
F-Stop.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: helvetica; FONT-SIZE: small&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;이미지의 밝기를 조절하는것은 간단하게 
Shutter Time과 &amp;nbsp;F-Stop으로 조절할수있다.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;&lt;span style=&quot;FONT-FAMILY: helvetica; FONT-SIZE: small&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-SIZE: 13px&quot;&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;Note that the gamma value is set to 2.2. It 
is possible to work in linear workflow in softimage, but I decided to keep the 
values to the Mental Ray default.&lt;/div&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Gamma 값이 2.2로 
적혀있습니다. 이것은 softimage내에서 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Linear workflow가 
가능하게 만들지만 Mental Ray&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;&amp;nbsp;기본값을 유지하기로 
결정했습니다.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I will discuss linear workflow using the Physical Sun and 
Sky in a future post ... so stay tuned.&lt;/div&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;나는 Linear wokflow를 
사용하는 Physical Sun, Sky를 토론&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;할것이다. 그러니까 
기다리라고!.&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;p style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&lt;/span&gt;&amp;nbsp;&lt;/p&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;p style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;div style=&quot;line-height: 1.6em; margin-top: 0px; margin-right: 0px; margin-bottom: 0.75em; margin-left: 0px; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;&lt;span&gt;Finally the plugin sets 2 more things: 
it enables the Final Gathering and set the Ambiance Color to 
Black.&amp;nbsp;&lt;/span&gt;&lt;i&gt;&lt;span&gt;(Don&apos;t forget to set the Final Gathering for the Region 
Render as the plugin do not set it)&amp;nbsp;&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;span style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot; class=&quot;Apple-style-span&quot;&gt;
&lt;/span&gt;&lt;p style=&quot;line-height: normal; font-family: Verdana, sans-serif; color: rgb(51, 51, 51); font-size: 11px; &quot;&gt;&lt;/p&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;마지막으로 플러그인은 더 많은 &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;설정을&amp;nbsp;합니다. : Final Gathering 을 사용하게하고 Ambiance color를 
Black으로 만들어 주는것이다.&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt; &lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Region Render&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;에서의 
&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;Final Gathering&amp;nbsp;활성화 설정을 잊으면 
안된다.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;&lt;br /&gt;&lt;span style=&quot;COLOR: #000000&quot;&gt;With this setup you will have the exact same setup as 
Maya ... If you downloaded the Maya modification script provided in 
the&amp;nbsp;&lt;/span&gt;&lt;a style=&quot;COLOR: rgb(51,136,136); TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://kobayashystips.blogspot.com/2009/09/mia-exposure-photographic-ae-template.html&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;COLOR: #000000&quot;&gt;previous post&lt;/span&gt;&lt;/a&gt;&lt;span style=&quot;COLOR: #000000&quot;&gt;&amp;nbsp;and you create a physical sun and sky setup using the 
Photographic exposure.&lt;/span&gt;&lt;/span&gt; 
&lt;p&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;&lt;span style=&quot;COLOR: #000000&quot;&gt;&lt;/span&gt;&lt;/span&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;마야의 설정과&amp;nbsp;같이 똑같이 설정을 해주어야합니다. 만약&amp;nbsp; 제공하는 이전 게시물에서 Maya 
modification script를 다운로드&amp;nbsp; 한 경우 Photographic exposure 설정을 이용하여 Physical Sun과 
sky를 만들수있다.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;COLOR: #000000&quot;&gt;﻿&lt;/span&gt; &lt;/p&gt;
&lt;div style=&quot;TEXT-ALIGN: center; LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em; CLEAR: both&quot; class=&quot;separator&quot;&gt;&lt;span style=&quot;FONT-FAMILY: helvetica; FONT-SIZE: small&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-SIZE: 13px&quot;&gt;&lt;span style=&quot;FONT-FAMILY: &apos;Times New Roman&apos;; FONT-SIZE: medium&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: normal; FONT-SIZE: 16px&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;Here are 
renders done in Maya 2010 and Softimage 7.5. Both renders are using the default 
Physical Sun and Sky settings mentioned in this post and mia_materials 
(architectural shader).&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;아래그림은 
Maya 2010 과 Softimage 7.5에서 랜더링 된것입니다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;두 
개의 랜더링 게시물은 mia_materials(architectural shader)에서&amp;nbsp;언급한 default Physical Sun and 
Sky 의 설정을 사용하고있다.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot; align=&quot;center&quot;&gt;&lt;a style=&quot;COLOR: rgb(51,136,136); MARGIN-LEFT: 1em; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://1.bp.blogspot.com/_mpzt90zsrHk/SqHeaAKZGoI/AAAAAAAAClI/ZQZ4nHG7Y4M/s1600-h/mayarender.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://1.bp.blogspot.com/_mpzt90zsrHk/SqHeaAKZGoI/AAAAAAAAClI/ZQZ4nHG7Y4M/s320/mayarender.jpg&quot; alt=&quot;mayarender.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;TEXT-ALIGN: center; LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em; CLEAR: both&quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;COLOR: rgb(51,136,136); MARGIN-LEFT: 1em; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://1.bp.blogspot.com/_mpzt90zsrHk/SqHeaAKZGoI/AAAAAAAAClI/ZQZ4nHG7Y4M/s1600-h/mayarender.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;/a&gt;&lt;span&gt;Maya 2010&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;TEXT-ALIGN: center; LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em; CLEAR: both&quot; class=&quot;separator&quot;&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;TEXT-ALIGN: center; LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em; CLEAR: both&quot; class=&quot;separator&quot;&gt;&lt;a style=&quot;COLOR: rgb(51,136,136); MARGIN-LEFT: 1em; MARGIN-RIGHT: 1em; TEXT-DECORATION: none&quot; class=&quot;con_link&quot; href=&quot;http://2.bp.blogspot.com/_mpzt90zsrHk/SqHea_8PmRI/AAAAAAAAClQ/ubXlqRIgtiI/s1600-h/Default_Pass_Main.1.jpg&quot; target=&quot;_blank&quot; imageanchor=&quot;1&quot;&gt;&lt;img src=&quot;http://2.bp.blogspot.com/_mpzt90zsrHk/SqHea_8PmRI/AAAAAAAAClQ/ubXlqRIgtiI/s320/Default_Pass_Main.1.jpg&quot; alt=&quot;Default_Pass_Main.1.jpg&quot; style=&quot;BORDER-BOTTOM: rgb(255,255,255) 5px solid; BORDER-LEFT: rgb(255,255,255) 5px solid; BORDER-TOP: rgb(255,255,255) 5px solid; CURSOR: pointer; BORDER-RIGHT: rgb(255,255,255) 5px solid&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;
&lt;div style=&quot;TEXT-ALIGN: center; LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em; CLEAR: both&quot; class=&quot;separator&quot;&gt;&lt;span&gt;Softimage 7.5&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;br /&gt;&lt;span&gt;As you can see the result is similar 
in both application.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;/span&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;두가지 툴에서의 결과가 
&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;비슷한것&lt;/span&gt;&lt;span style=&quot;COLOR: #009e25&quot;&gt;을 
찾을수 있을것이다.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: helvetica; FONT-SIZE: small&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-SIZE: 13px&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;I hope you 
like this plugin.&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; COLOR: #009e25; FONT-SIZE: 13px&quot;&gt;난 
당신이 이 플러그인이 맘에 들었음좋것는디....&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;LINE-HEIGHT: 1.6em; MARGIN: 0px 0px 0.75em&quot; class=&quot;post-body entry-content&quot;&gt;&lt;span style=&quot;LINE-HEIGHT: 17px; FONT-FAMILY: helvetica; FONT-SIZE: 13px&quot;&gt;&lt;/span&gt;&lt;span&gt;&amp;nbsp;&lt;div class=&quot;autosourcing-stub&quot;&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;&lt;/font&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;&lt;font class=&quot;Apple-style-span&quot; face=&quot;Arial, 맑은고딕&quot;&gt;&lt;/font&gt;


&lt;/p&gt;&lt;/font&gt;&lt;/div&gt;</description>
                        <pubDate>Tue, 26 Apr 2011 19:09:25 +0900</pubDate>
                                    <slash:comments>2</slash:comments>
                    </item>
                <item>
            <title>디지털튜터 ICE 볼륨 렌더링 튜토리얼</title>
            <dc:creator>CGnDEV</dc:creator>
            <link>http://www.xsiuser.com/xe/109795</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/109795</guid>
                        <comments>http://www.xsiuser.com/xe/109795#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;예전에 디지털튜터의 ICE 볼륨렌더링 동영상 강의가&lt;/p&gt;&lt;p&gt;오토데스크 사이트에 공개가 되었네요. 다들 공부해보세요~&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/795/109/2011-04-21(00).png&quot; alt=&quot;2011-04-21(00).png&quot; class=&quot;iePngFix&quot; width=&quot;909&quot; height=&quot;550&quot; style=&quot;&quot; /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;h1&gt;Softimage 2011 Essentials Learning Videos&lt;/h1&gt;
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&lt;p&gt;This collection of videos created by Digital Tutors introduces new users to 
the features of Sofimage 2011. &lt;/p&gt;&lt;/div&gt;
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&lt;div class=&quot;image&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/digital_tutors_logo_129x60.jpg&quot; width=&quot;129&quot; height=&quot;60&quot;/&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
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&lt;td&gt;&lt;a href=&quot;http://images.autodesk.com/adsk/files/softimage_2011_artist_guide_project_files.zip&quot;&gt;Click 
here for project files&lt;/a&gt; &lt;span&gt;(zip - 
3365Kb)&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
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Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Introduction and Project Overview &lt;/b&gt;&lt;br /&gt;This course will give you a 
foundational knowledge of how to create various volumetric effects using the 
Softimage Render Tree and the Interactive Creative Environment, or ICE. 
&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
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&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Creating a basic ICE simulation in Softimage &lt;br /&gt;&lt;/b&gt;In preparation for 
the rendering portion of this course, we will begin to construct an ICE particle 
simulation. &lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
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&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Adding randomized forces to our ICE tree simulation&lt;/b&gt;&lt;br /&gt;In order to 
create more natural particle movements, we will add a variety of forces to our 
ICE Tree simulation.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
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&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350120&amp;amp;id=15505585&quot;&gt;View 
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&lt;p&gt;&lt;b&gt;Using the Particle Volume Cloud and Density nodes&lt;/b&gt; &lt;br /&gt;Learning how to 
use the Particle Volume Cloud and the Density nodes in the Render Tree is a 
vital component of volumetric particle 
rendering.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
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&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350125&amp;amp;id=15505585&quot;&gt;View 
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&lt;p&gt;&lt;b&gt;Using scalar textures to control particle density &lt;br /&gt;&lt;/b&gt;In order to 
create complex volumetric patterns within our rendered particles, we will 
utilize scalar textures in the Render 
Tree.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
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&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350130&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350130&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Understanding the impact of particle size and density&lt;/b&gt; &lt;br /&gt;The size of 
our ICE particles and the overall particle count can have a dramatic impact on 
our rendered result.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section9&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
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&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
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&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350135&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_07_render_billowing_smoke_1_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350135&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350135&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Rendering thick, billowing smoke - part 1 &lt;br /&gt;&lt;/b&gt;To begin giving our 
rendered ICE particles the look of dense, billowing smoke, we will utilize the 
Particle Renderer and Particle shaper 
compounds.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section10&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
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&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
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&lt;table class=&quot;image left&quot;&gt;
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&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350140&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_08_render_billowing_smoke_2_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350140&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350140&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Rendering thick, billowing smoke - part 2&lt;/b&gt; &lt;br /&gt;To finish giving our ICE 
particles the look of thick, volumetric smoke, we will begin adjusting the nodes 
contained within our Render Tree shading 
compounds.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section11&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
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&lt;table class=&quot;image left&quot;&gt;
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&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350145&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_09_ICE_simulate_large_bank_clouds_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350145&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350145&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Using ICE to simulate a large bank of clouds&lt;/b&gt; &lt;br /&gt;By utilizing the 
Filter By Texture Map node, we can create an ICE particle simulation which can 
generate an entire sky of cloud-like particles using a single 
emitter.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section12&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
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&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
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&lt;table class=&quot;image left&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350150&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_10_render_realistic_clouds_ICE_1_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350150&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350150&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Rendering realistic clouds using ICE - part 1&lt;/b&gt; &lt;br /&gt;Before spending a 
great deal of time perfecting the look of your volume shaders, it is recommended 
that you first set up any lights and environments your scene may require. 
&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section13&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
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&lt;td&gt;
&lt;table class=&quot;image left&quot;&gt;
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&lt;tr&gt;
&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350155&amp;amp;id=15505585&quot; s_oid=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350155&amp;amp;id=15505585&quot; s_oidt=&quot;0&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_11_render_realistic_clouds_ICE_2_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350155&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350155&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Rendering realistic clouds using ICE - part 2&lt;/b&gt; &lt;br /&gt;To create a highly 
customized density pattern in our rendered clouds, we will combine multiple 
scalar textures in the Render Tree.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section14&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
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&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350160&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_12_render_realistic_clouds_ICE_3_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350160&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350160&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Rendering realistic clouds using ICE - part 3 &lt;br /&gt;&lt;/b&gt;Incorporating light 
scattering effects into our cloud volume can add a greater sense of realism, 
while ambient occlusion can dramatically enhance fine details within the 
volume.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section15&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
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&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350165&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_13_lookup_table_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350165&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350165&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Understanding the Lookup Table in Softimage&lt;/b&gt; &lt;br /&gt;The Lookup Table plays 
a critical role in determining the render speed and the level of detail 
contained within a rendered volume.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section16&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;image left&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350170&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_14_render_rolling_flames_1_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350170&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350170&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Rendering rolling flames using ICE - part 1&lt;/b&gt; &lt;br /&gt;It may not always be 
possible to get the rendered look you want by only using one point cloud. 
Certain effects, such as flames emitting smoke, can be accomplished much more 
efficiently by using multiple point 
clouds.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section17&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
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&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
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&lt;td&gt;
&lt;table class=&quot;image left&quot;&gt;
&lt;tbody&gt;
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&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350175&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_15_render_rolling_flames_2_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350175&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350175&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;&lt;b&gt;Rendering rolling flames using ICE - part 2&lt;/b&gt; &lt;br /&gt;The Particle Gradient 
node provides a very high level of control over a point cloud&apos;s color, 
transparency and luminance. &lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;div class=&quot;clear&quot;&gt;&lt;/div&gt;
&lt;div id=&quot;section18&quot;&gt;
&lt;table class=&quot;adsk91-image-section&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;image&quot;&gt;
&lt;table class=&quot;images limage&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;image left&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;div class=&quot;image&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350180&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/images/softimage_16_render_rolling_flames_3_thumb_150x100.jpg&quot; width=&quot;150&quot; height=&quot;100&quot;/&gt;&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;table class=&quot;view-larger&quot;&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td class=&quot;view-larger_img&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350180&amp;amp;id=15505585&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.autodesk.com/adsk/s081/images/view_larger_icon.gif&quot;/&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;
&lt;div class=&quot;view-larger_text&quot;&gt;&lt;a href=&quot;http://usa.autodesk.com/adsk/servlet/limage?siteID=123112&amp;amp;imageID=16350180&amp;amp;id=15505585&quot;&gt;View 
Now&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;
&lt;div class=&quot;section normal&quot;&gt;
&lt;p&gt;Rendering rolling flames using ICE - part 3 &lt;br /&gt;To finalize the rendered 
appearance of our rolling flame, we will rely on density maps and other density 
adjustments.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;/p&gt;&lt;p&gt;



&lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Thu, 21 Apr 2011 13:00:54 +0900</pubDate>
                                </item>
                <item>
            <title>Getting Started with ICE in Softimage 2011</title>
            <dc:creator>lavish</dc:creator>
            <link>http://www.xsiuser.com/xe/109164</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/109164</guid>
                        <comments>http://www.xsiuser.com/xe/109164#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/164/109/getting_started_with_ice_in_softimage_2011.jpg&quot; alt=&quot;getting_started_with_ice_in_softimage_2011.jpg&quot; width=&quot;708&quot; height=&quot;501&quot; style=&quot;&quot; /&gt; &lt;/font&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;/span&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;/span&gt;&amp;nbsp;&lt;/p&gt;
&lt;div style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;
&lt;div class=&quot;training_details_description&quot;&gt;
&lt;div class=&quot;training_course_lessons_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial; FONT-SIZE: 14pt&quot;&gt;&lt;strong&gt;&lt;font color=&quot;#000000&quot;&gt;19 videos in this course&lt;/font&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;training_details_description&quot;&gt;
&lt;table id=&quot;tblCourseLessonListing&quot; class=&quot;tablesorter&quot; border=&quot;0&quot; cellspacing=&quot;0&quot; cellpadding=&quot;5&quot;&gt;
&lt;tbody&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_18985&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;1. Introduction and Project Overview&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;1 min. 16 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18985&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/01-thumb_l.jpg&quot; alt=&quot;Introduction and Project Overview&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Introduction and Project Overview&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;1 min. 16 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn about the topics and techniques covered in this course. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_18987&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;2. What is ICE?&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;5 min. 29 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18987&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/02-thumb_l.jpg&quot; alt=&quot;What is ICE&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;What is ICE?&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;5 min. 29 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn the basic concepts of the Interactive Creative Environment in Softimage. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_18989&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;3. &quot;Understanding Data Types, Conversion and Polymorphism&quot;&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;6 min. 40 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18989&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/03-thumb_l.jpg&quot; alt=&quot;03-thumb_l.jpg&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&quot;Understanding Data Types, Conversion and Polymorphism&quot;&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;6 min. 40 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn about the various data types and how they will effect our work in ICE. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_18991&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;4. The importance of Context when connecting nodes&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;5 min. 51 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18991&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/04-thumb_l.jpg&quot; alt=&quot;The importance of Context when connecting nodes&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;The importance of Context when connecting nodes&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;5 min. 51 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how ports of the same color might not be able to connect together. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_18993&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;5. Understanding the Softimage Interface and Importing Geo&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;6 min. 26 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18993&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/05-thumb_l.jpg&quot; alt=&quot;Understanding the Softimage Interface and Importing Geo&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Understanding the Softimage Interface and Importing Geo&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;6 min. 26 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to bring external files into a scene and how to move our camera. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr id=&quot;trListItem_0_18995&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;6. Creating new objects and working with objects in Softimage&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;6 min. 34 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18995&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/06-thumb_l.jpg&quot; alt=&quot;Creating new objects and working with objects in Softimage&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Creating new objects and working with objects in Softimage&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;6 min. 34 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to add a Null object into our scene and move it into place. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr id=&quot;trListItem_0_18997&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;7. Selection tools and adding an ICE particle simulation&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;5 min. &lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18997&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/07-thumb_l.jpg&quot; alt=&quot;Selection tools and adding an ICE particle simulation&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Selection tools and adding an ICE particle simulation&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;5 min. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to view the ICE Tree panel and create an ICE particle simulation. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_18999&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;8. Editing ICE Properties and playback&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;10 min. 35 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_18999&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/08-thumb_l.jpg&quot; alt=&quot;Editing ICE Properties and playback&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Editing ICE Properties and playback&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;10 min. 35 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to modify ICE node properties and change our playback settings to easier work with particles. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19001&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;9. Working with nodes and adding forces into our scene&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;8 min. 39 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19001&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/09-thumb_l.jpg&quot; alt=&quot;Working with nodes and adding forces into our scene&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Working with nodes and adding forces into our scene&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;8 min. 39 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&quot;In this lesson we will learn how to connect nodes together, search for nodes and add forces to a simulation.&quot; &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19003&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;10. Making our particles interact with geometry in the scene&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;9 min. 45 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19003&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/10-thumb_l.jpg&quot; alt=&quot;Making our particles interact with geometry in the scene&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Making our particles interact with geometry in the scene&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;9 min. 45 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to get surface data and bounce our particles off a surface. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19005&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;11. Fixing collision issues and quickly getting data from our scene&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;5 min. 12 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19005&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/11-thumb_l.jpg&quot; alt=&quot;Fixing collision issues and quickly getting data from our scene&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Fixing collision issues and quickly getting data from our scene&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;5 min. 12 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to quickly bring in objects using the explorer menus. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19007&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;12. Rendering ICE Particles&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;8 min. 55 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19007&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/12-thumb_l.jpg&quot; alt=&quot;Rendering ICE Particles&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Rendering ICE Particles&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;8 min. 55 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to set up a basic ICE particle render and what options we can change for a cleaner look. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19009&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;13. Creating a Curve to make our particles flow along the tube&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;9 min. 38 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19009&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/13-thumb_l.jpg&quot; alt=&quot;Creating a Curve to make our particles flow along the tube&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Creating a Curve to make our particles flow along the tube&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;9 min. 38 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to control particles using a curve. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr id=&quot;trListItem_0_19011&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;14. Using Random Value nodes to drive various attributes&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;9 min. 40 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19011&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/14-thumb_l.jpg&quot; alt=&quot;Using Random Value nodes to drive various attributes&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Using Random Value nodes to drive various attributes&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;9 min. 40 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to use random values to add appealing variety to our simulation. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19013&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;15. Creating and controlling Strands to create a tail for the particles&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;10 min. 20 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19013&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/15-thumb_l.jpg&quot; alt=&quot;Creating and controlling Strands to create a tail for the particles&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Creating and controlling Strands to create a tail for the particles&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;10 min. 20 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to give tails to our particles using strands. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19015&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;16. Using Show Values to see info and how to use Test nodes&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;9 min. 30 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19015&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/16-thumb_l.jpg&quot; alt=&quot;Using Show Values to see info and how to use Test nodes&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Using Show Values to see info and how to use Test nodes&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;9 min. 30 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn what data a node is outputting and how to find if a particle is close to an object. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19017&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;17. Using Get and Set data nodes to turn our particles black&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;7 min. 45 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19017&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/17-thumb_l.jpg&quot; alt=&quot;Using Get and Set data nodes to turn our particles black&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Using Get and Set data nodes to turn our particles black&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;7 min. 45 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to use color math and the get-modify-set workflow to change our particle color. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19019&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;18. Using an Execute node to make multiple changes&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;8 min. 8 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19019&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/18-thumb_l.jpg&quot; alt=&quot;Using an Execute node to make multiple changes&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Using an Execute node to make multiple changes&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;8 min. 8 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to use the execute node to organize our ICE Tree and plug multiple execution ports into a single input. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;
&lt;tr style=&quot;CURSOR: pointer&quot; id=&quot;trListItem_0_19021&quot;&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot; class=&quot;icon-play&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td style=&quot;FONT-FAMILY: 994265_10; FONT-SIZE: 10pt&quot;&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;19. Rendering our sequence and having particles exist at the beginning&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;a&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#1b496a&quot;&gt;&lt;/font&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;9 min. 24 sec.&lt;/font&gt;&lt;/span&gt;&lt;/td&gt;
&lt;td&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;div id=&quot;popuptrListItem_0_19021&quot;&gt;
&lt;div class=&quot;training_details_thumb&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;img src=&quot;http://www.digitaltutors.com/dtv_/bison_courses/339/lessons/19-thumb_l.jpg&quot; alt=&quot;Rendering our sequence and having particles exist at the beginning&quot; width=&quot;144&quot; height=&quot;112&quot; style=&quot;&quot; /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details&quot;&gt;
&lt;div class=&quot;popup_training_details_title&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;Rendering our sequence and having particles exist at the beginning&lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_info&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;9 min. 24 sec. &amp;nbsp; &amp;nbsp;|&amp;nbsp; &amp;nbsp; Released on June 1, 2010&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Required Software:&lt;/span&gt;&lt;/b&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt; Softimage 2011&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Project Files Included (22 MB) &lt;/span&gt;&lt;/font&gt;&lt;/div&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;In this lesson we will learn how to render a sequence from Softimage and how to change our Shadow properties to get rid of flickering. &lt;/font&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class=&quot;popup_training_details_description&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;&lt;/div&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;!-- /lesson listing --&gt;&lt;!-- /LEFT COLUMN --&gt;&lt;!-- RIGHT COLUMN --&gt;
&lt;div class=&quot;training_details_col_r&quot;&gt;
&lt;div style=&quot;MARGIN: 0px 30px 10px&quot;&gt;&lt;a href=&quot;http://www.digitaltutors.com/11/pricing.php&quot; target=&quot;_blank&quot;&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class=&quot;training_details_r_box&quot;&gt;
&lt;div&gt;&lt;font color=&quot;#000000&quot;&gt;&lt;/font&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;Digitaltutors에서 Free로 ICE Tutorial이 공개되었습니다.&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;정말 좋은 소식이죠? ^^;&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;이거 보시구 ICE공부 열씸히 하세요~&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;리플두 좀 달아주시면...좋을텐데 말이죠~ ㅋㅋㅋ&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;span style=&quot;FONT-FAMILY: Arial&quot;&gt;출처 : digitaltutors&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description>
                        <pubDate>Thu, 07 Apr 2011 13:47:45 +0900</pubDate>
                                    <slash:comments>4</slash:comments>
                    </item>
                <item>
            <title>초급자를 위한 Lighting Set</title>
            <dc:creator>空虛</dc:creator>
            <link>http://www.xsiuser.com/xe/108281</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/108281</guid>
                        <comments>http://www.xsiuser.com/xe/108281#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;//&amp;nbsp;Studio Light_Sample Set&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Render_Studio%20LIght.jpg&quot; alt=&quot;Render_Studio LIght.jpg&quot; width=&quot;700&quot; height=&quot;1000&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Light Surface 세이더로 아래와 같은 HDR 이미지를 사용하여 구성된 셋팅입니다.&lt;/p&gt;
&lt;p&gt;오브젝트만 바꿔서 스틸컷으로 랜더링 걸어도 좋을꺼같아서 올려봅니다. 프로젝트 파일은 첨부파일에 포함되어있습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Studio%20Light_HDR.jpg&quot; alt=&quot;Studio Light_HDR.jpg&quot; width=&quot;692&quot; height=&quot;509&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Studio%20Light_Set.jpg&quot; alt=&quot;Studio Light_Set.jpg&quot; width=&quot;841&quot; height=&quot;549&quot; style=&quot;WIDTH: 690px; HEIGHT: 444px&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;// Phycial Sky_Sample Set&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Render_Phycial_Sky.jpg&quot; alt=&quot;Render_Phycial_Sky.jpg&quot; width=&quot;1280&quot; height=&quot;720&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Physical%20Sky_Set.jpg&quot; alt=&quot;Physical Sky_Set.jpg&quot; width=&quot;839&quot; height=&quot;524&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Physical Sky 씬도 아래와 같은 셋팅값으로 구성되어있습니다. &lt;/p&gt;
&lt;p&gt;마찬가지로 초급자분들을 위해서 오브젝트만 바꿔서 스틸컷으로 랜더링 걸어도 좋을꺼같아서 올려봅니다. &lt;/p&gt;
&lt;p&gt;프로젝트 파일은 첨부파일에 포함되어있습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Physical%20Sky.jpg&quot; alt=&quot;Physical Sky.jpg&quot; width=&quot;332&quot; height=&quot;640&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Photographic%20Exposure.jpg&quot; alt=&quot;Photographic Exposure.jpg&quot; width=&quot;332&quot; height=&quot;587&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/281/108/Render_Caustics.jpg&quot; alt=&quot;Render_Caustics.jpg&quot; width=&quot;1280&quot; height=&quot;720&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Mon, 14 Mar 2011 12:48:44 +0900</pubDate>
                                    <slash:comments>8</slash:comments>
                    </item>
                <item>
            <title>sIBL_GUI 과 Softimage 연동하기</title>
            <dc:creator>CGnDEV</dc:creator>
            <link>http://www.xsiuser.com/xe/107131</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/107131</guid>
                        <comments>http://www.xsiuser.com/xe/107131#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;iframe src=&quot;http://player.vimeo.com/video/19258554?color=80ceff&quot; width=&quot;650&quot; height=&quot;520&quot; frameborder=&quot;0&quot;&gt;&lt;/iframe&gt;&lt;p&gt;&lt;a href=&quot;http://vimeo.com/19258554&quot;&gt;XSI Tutorial - Softimage와 sIBL_GUI 활용&lt;/a&gt; from &lt;a href=&quot;http://vimeo.com/cgndev&quot;&gt;CGnDEV&lt;/a&gt; on &lt;a href=&quot;http://vimeo.com&quot;&gt;Vimeo&lt;/a&gt;.&lt;/p&gt;&lt;p&gt;sIBL_GUI 를 Softimage 기반으로 사용하는 방법입니다.&lt;br /&gt;편하게 sIBL(HDRI)파일을 Softimage 에서 적용해보세요.&lt;br /&gt;&lt;br /&gt;같은 방법으로 마야나 맥스도 활용하면 됩니다.&lt;br /&gt;&lt;br /&gt;sIBL_GUI 3 Download : http://www.hdrlabs.com/sibl/framework.html&lt;br /&gt;&lt;br /&gt;Softimage PlugIn : &lt;br /&gt;http://kelsolaar.hdrlabs.com/?dir=./sIBL_GUI/Support/Softwares/XSI/sIBL_GUI_XSI_Server/Stable&lt;br /&gt;&lt;br /&gt;*!! Softimage 2011 SP1 버전은 x64 가 없습니다. 64비트 쓰시는 분은 그냥 x86을 설치하셔도 될겁니다.&lt;br /&gt;&lt;br /&gt;튜토리얼은 2011.5 에서 제작했습니다.&lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Fri, 28 Jan 2011 13:21:41 +0900</pubDate>
                        <category>sIBL_GUI</category>
                        <category>Lighting</category>
                        <category>HDRI</category>
                        <category>sIBL</category>
                                    <slash:comments>5</slash:comments>
                    </item>
                <item>
            <title>Wayne&apos;s Vector Displacement Map</title>
            <dc:creator>onehertz</dc:creator>
            <link>http://www.xsiuser.com/xe/104536</link>
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                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;&lt;strong&gt;소개&lt;br /&gt;&lt;/strong&gt;&apos;WaynesVectorDisplace&apos;는 Softimage 에서 Vector Displacement Map(VDM)을 가능하게 해주는 쉐이더입니다.&lt;br /&gt;Jen Lindgren 과 Wayne Robson 두분이 제작했습니다. VDM을 위한 쉐이더는 오래전부터 나왔지만 소이에서 제대로 작동하는 &lt;/p&gt;
&lt;p&gt;쉐이더는 이게 처음인것으로 알고 있습니다.&lt;br /&gt;하지만 안타깝게도 이 프로젝트는 중단되었습니다. 더 이상 업그레이드는 없을것 같습니다.&lt;/p&gt;
&lt;p&gt;무료쉐이더로 수입도 없었고, 다른 일로도 바쁜데다가 관련문의 메일만 하루에 50통씩 쏟아지는 바람에 포기하게 되었다더군요.&lt;br /&gt;현재 공식사이트(&lt;a href=&quot;http://www.psychocore.com&quot; target=&quot;_Blank&quot;&gt;www.psychocore.com&lt;/a&gt;)는 다운된 상태입니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;VDM이란?&lt;br /&gt;&lt;/strong&gt;일반 Displacement Map 이 노멀방향에 높낮이만으로 오브젝트변형을 했다면 VDM은 원하는방향으로도 변형이 가능합니다.&lt;/p&gt;
&lt;p&gt;학술적정의는 저도 모르겠고, 대신 Mudbox에서 VDM용 이미지추출에 대한 튜토리얼을 아래 링크해놓습니다.&lt;br /&gt;&lt;a href=&quot;http://www.neilblevins.com/cg_education/mudbox_vdm_stamps/mudbox_vdm_stamps.htm&quot; target=&quot;_Blank&quot;&gt;http://www.neilblevins.com/cg_education/mudbox_vdm_stamps/mudbox_vdm_stamps.htm&lt;/a&gt;&lt;br /&gt;&lt;strike&gt;&lt;span style=&quot;COLOR: #acacac&quot;&gt;Mudbox는 물론 Zbrush에서도 추출이 가능합니다.&lt;/span&gt;&lt;/strike&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;사용법&lt;br /&gt;&lt;/strong&gt;마야와 맥스용은 튜토리얼동영상까지 있었는데 소이용은 없었던것으로 기억합니다.&lt;/p&gt;
&lt;p&gt;그래서 소이에서 사용하는방법을 간단히 요약해보았습니다. 참고가 되었으면 합니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;설치&lt;br /&gt;&lt;/strong&gt;임의의 폴더에 압축을 풀어놓습니다. 쉐이더파일명은 다음과 같습니다.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;WaynesVectorDisplace.xsiaddon&lt;/strong&gt; (압축파일명: &lt;a href=&quot;?module=file&amp;amp;act=procFileDownload&amp;amp;file_srl=104542&amp;amp;sid=4e7f3aa8391bf070cc80fcac131243fb&quot;&gt;SoftimageVDM.rar&lt;/a&gt; )&lt;br /&gt;&lt;/p&gt;
&lt;p&gt;매니져에서 인스톨하셔도 되고, 소이로 드래그앤드롭으로 옮겨도 인스톨이 됩니다.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;u&gt;인스톨후에는 소이를 재실행하셔야 쉐이더가 정상작동합니다.&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;w7_32,64, Linux 모두 설치됩니다. 사용가능한 소이는 2010 이후 버전이면 모두 가능합니다.&lt;br /&gt;개인적으로는 w7, SI2011, SI2011sp1, SI2011.5(SAP) 의 64비트에서 테스트했습니다&lt;br /&gt;** 튜토리얼자료는 자료실에 올려놓았습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;튜토리얼&lt;br /&gt;&lt;/strong&gt;1. OBJ파일를 모두 import로 불러들입니다. (눈이 꼭 필요하지는 않습니다) - &lt;strong&gt;그림a&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;2. Head Object 에 임의 material 을 지정합니다. 여기서는 Lambert를 지정했습니다. - &lt;strong&gt;그림b&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/536/104/setup_ab.jpg&quot; alt=&quot;setup_ab.jpg&quot; width=&quot;403&quot; height=&quot;229&quot; style=&quot;&quot; /&gt; &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;3. Head Object를 선택하고 RenderTree(7)를 표시한후 다음과 같이 노드를 구성합니다.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/536/104/rendertree.gif&quot; alt=&quot;rendertree.gif&quot; width=&quot;652&quot; height=&quot;152&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;image노드에는 &apos;headobjectt2k_vdm.exr&apos;파일을 연결하고 texture projection은 OBJ에 포함된 uv맵을 선택합니다.&lt;br /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;4. Head Object의 Geometry Approximation을 로컬로 설정한후 Displacement TAB의 step값을 5로 설정합니다.&lt;br /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;5. 이제 Region Tool (q) 로 보면 다음과 같은 결과를 얻을 수 있습니다. - &lt;strong&gt;그림c&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/536/104/setup_c.jpg&quot; alt=&quot;setup_c.jpg&quot; width=&quot;200&quot; height=&quot;229&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;6. tuning&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/536/104/tuning.jpg&quot; alt=&quot;tuning.jpg&quot; width=&quot;401&quot; height=&quot;228&quot; style=&quot;&quot; /&gt; &lt;br /&gt;결과물(&lt;strong&gt;그림d&lt;/strong&gt;)을 확대해보면 일부 디테일에 문제가 있어 보입니다. 이와같이 step값만으로는 부족할때가 있습니다.&lt;/p&gt;
&lt;p&gt;이럴경우 Displacement 의 기본설정인 Parametric을 Length나 Fine으로 변경해보시기 바랍니다.&lt;br /&gt;또는 스탭값을 낮추고, Polygon Mesh의 Subdivision값을 올리는게 도움이 될 수 도 있습니다.&lt;br /&gt;&lt;strong&gt;그림e&lt;/strong&gt; 는 Parametric옵션으로 step을 4로, Subd 값을 1로 맞춘 결과입니다.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;FG로 간단히 랜더링한 결과물&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/536/104/result.jpg&quot; alt=&quot;result.jpg&quot; width=&quot;420&quot; height=&quot;461&quot; style=&quot;&quot; /&gt; &lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Thu, 11 Nov 2010 14:01:23 +0900</pubDate>
                                    <slash:comments>10</slash:comments>
                    </item>
                <item>
            <title>효과적인 HDRI ImageBaseRenering을 위한 툴 sIBL_GUI와 sIBLedit (1)</title>
            <dc:creator>led</dc:creator>
            <link>http://www.xsiuser.com/xe/103060</link>
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                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p&gt;소이를 이용한지 얼마 안된 유저가 이런글을 적는다는것이 좀 그렇치만 제가 마야에서 너무나 잘쓰고 유용하게 이용하였기에 &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;소이 튜터리얼난을 이용하여 글을 적습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;HDRI를 이용하여 환경을 만들어 이미지베이스라이팅을 많이 하는 시대가 되었습니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;무엇보다도 장점은&amp;nbsp; 1. 까다로운 주변광에 대한 처리 2. 촬영된 장소에서의 컬러매칭&amp;nbsp; 이라고 할 수 있겠죠.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;예전에는 촬영된 곳에 그레이볼과 미러볼을 두어 그냥 8비트컬러로 가져와 촬영장소에 대한 라이트강도와 컬러를 따로 3디 프로그램에서&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;라이트를 만들어 촬영사진을 참조하여 컬러와 인테시티, 위치등을 어림직잠하여 공간에 배치시켜주었습니다. 미러볼은 리플렉션으로만 쓰였죠.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/grayBall_sunset_FG_1_with_text%5B1%5D.jpg&quot; alt=&quot;grayBall_sunset_FG_1_with_text[1].jpg&quot; width=&quot;640&quot; height=&quot;427&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;그러나 HDRI포맷이 정착되어지고 디지털카메라가 발전이 되어 컬러값이 단순하게 8비트, 16비트를 넘어 플로팅값을 가진 컬러인 32비트가 저장이 되어집니다. 그리하여 미러볼이미지를 플로팅값을 가진 32비트로 저장하여 그것을 리플렉션만이 아닌 그곳에 저장된 빛의 강도와 컬러값까지 이용해 먹게 되죠.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;(물론 소프트웨어상의 렌더러들이 이런것을 지원하여야 합니다. 소이에선 파이널게더링이 그 역활을 하죠)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;그런데 단점이 있습니다.&amp;nbsp; 바로 렌더링 타임입니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;물론 작은 HDRI사진으로도 라이트와 컬러브리딩을 줄 수가 있습니다. 하지만 리플렉션이 문제가 되겠지요. 정확한 리플렉션이 안나오게 됩니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/large.jpg&quot; alt=&quot;large.jpg&quot; width=&quot;489&quot; height=&quot;539&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;1200사이즈의 리플렉션&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/small.jpg&quot; alt=&quot;small.jpg&quot; width=&quot;490&quot; height=&quot;543&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;512사이즈의 리플렉션 (리플렉션되는 그림이 불명확해지는것을 볼수 있다)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;그렇다고 큰 사진을 가져다 이용하면 리플렉션이 좋아지지만 엄청난 렌더링타임이 증가합니다.&amp;nbsp; 이미지의 픽셀정보값에서 라이트와 컬러브리딩을 처리하는 방식이라 렌더링이 많이 증가하게되지요. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;그럼 어떻하면 되겠습니까?&amp;nbsp; 간단하죠 리플렉션에 이용하는 사진은 크게 , 전체 라이팅강도와 컬러브리딩을 위한 사진은 작게 만들면 됩니다. 근데 이게 말로는 간단하지만 직접 각자 사용하고 있는 프로그램에서 연동을 하려면 상당히 골치가 아퍼집니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;어떤 부분은 스크립트로 제어를 하여야 하며 2디 프로그램에서 일일히 사진 사이즈며 감마값맞추기 등을 제어하여야 합니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;그리고 인바이러먼트에 쓰일 작은 사진( 라이팅강도와 컬러브리딩)은 Spherical Harmonics 방식으로 재 계산되어 쓰이는게 일반적입니다.&lt;/p&gt;
&lt;p&gt;(이미지를 보시면 그냥 단순히 2디블러를 먹인것 같지만 엄연히 다른 계산법으로 한것입니다.)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/Capture01.JPG&quot; alt=&quot;Capture01.JPG&quot; width=&quot;524&quot; height=&quot;175&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;이렇게 따로 작업을 하다보면 작업자는 그냥 &quot; 에이 귀찮아 그냥 큰 사이즈의 HDRI이미지 쓰고 만다!&quot; 식으로 되어 막가파 렌더링을 하게&lt;/p&gt;
&lt;p&gt;됩니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;자 이렇게 되어 제가 말하는 유틸리티인 sIBL_GUI와 sIBLedit 가 필요하게 되었습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;이 프로그램은 HDRI의 아버지라고 할 수 있는 Christian Bloch 씨가 운영하는 &lt;a href=&quot;http://www.hdrlabs.com&quot;&gt;http://www.hdrlabs.com&lt;/a&gt;&amp;nbsp;에 무료로 배포되고 있습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.hdrlabs.com&quot;&gt;http://www.hdrlabs.com&lt;/a&gt;&amp;nbsp;에는 HDRI의 모든것을 볼 수 있는 훌륭한 사이트입니다. HDRI에 관심이 있다면 필수 웹이라고 할수 있죠.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;각설하고요,&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.hdrlabs.com/sibl/index.html&quot;&gt;http://www.hdrlabs.com/sibl/index.html&lt;/a&gt;에 들어가심 두개의 프로그램을 다운 받으실 수가 있습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;우선 sIBL_GUI 를 설명 드리겠습니다. sIBL_GUI은 현재 3.09버전이 배포되고 있습니다. 역활은 HDRI이미지의 라이브러리화와 3디 프로그램과의 연동입니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;라이브러리화라는것은 위에서 지적한 앰바이러먼트를 위한 작은 사이즈, 반사를 위한 큰사이즈를 포함하여 백그라운드에 집어넣을 제일 큰사이즈의 일반 8비트이미지, sIBL_GUI에 프리뷰에 쓰일 아이콘이 모여 그것을 쉽게 이용하는 것입니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;그런 라이브러리작업에서 3디 프로그램연동은 각 유명 3디 프로그램으로 보낼 수가 있습니다. sIBL_GUI에서 3디프로그램에서 읽혀질 수 있게 스크립트가 클릭으로 저장되어 집니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;서포트하는 프로그램은 마야, 맥스, 소이, 시네마포디, 라이트웨이브 등이 있습니다. 또한 각 프로그램의 유명한 렌더러인 멘탈레이, 렌더맨,&amp;nbsp; 브이레이를 지원합니다(각 렌더러마다 HDRI를 처리하는게 다 다릅니다.)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;여기는 소이유저님들이 오시니 소이를 예로 들어 설명하자면 sIBL_GUI를 받고 난 후 우선 무료배포되는 HDRI를 받습니다. 그리고 배포되는 동영상이 있으니 한번 보시면 이해가 잘 되실것입니다. 제가 간단히 글로 설명드리자면요.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.hdrlabs.com/sibl/framework.html&quot;&gt;http://www.hdrlabs.com/sibl/framework.html&lt;/a&gt;&amp;nbsp;에 들어가 맨 아래쪽 support&amp;gt;softwares&amp;gt;Xsi&amp;gt;sibl_GUI_XSI_server&amp;gt;stable 에 각 버전에 맞는 Addon이 있습니다.&amp;nbsp; 소이를 열어 드래그 앤 드롭을 해서 애드온을 설치 한뒤 Get&amp;gt;Primitive&amp;gt;light&amp;gt;sIBL_GUI_XSI_Server_Property를 선택하여 줍니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/Capture02.JPG&quot; alt=&quot;Capture02.JPG&quot; width=&quot;580&quot; height=&quot;408&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;그림고 같이 스타트를 하여 주면 포트가 열리어 sibl_gui에서 오는 스크립트를 맞이할 준비가 됩니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;sIBL_GUI를 클릭하여 원하는 이미지를 보고 클릭한 다음에 원하는 프로그램을 선택하여 원하는 렌더러를 선택합니다. 그리고&amp;nbsp;send to software를 클릭만 해주면 됩니다. &lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/Capture03.JPG&quot; alt=&quot;Capture03.JPG&quot; width=&quot;910&quot; height=&quot;527&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;* 소프트이미지최신버전을 쓰시는 분이라면 꼭 소프트이미지를 쓰십시요. 밑에 XSI로 쓰시면 나중에 설명드릴 smart_IBL_Control이 먹지가 않습니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;이렇게 누르면 소이에서 그래프가 가면서 이미지베이스라이팅을 위해 pass Shaders&amp;gt; enviroment에 sIBL_Raytype이 들어가 있고 익스플러어에는 SIBL그룹이 들어가게 됩니다.&lt;/p&gt;
&lt;p&gt;불러들인 것을 렌더링 해보면.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/render.jpg&quot; alt=&quot;render.jpg&quot; width=&quot;1280&quot; height=&quot;720&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;이게 기본 세팅값으로 나온 이미지입니다. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;여기서 부터 조절할게 나오게 되겠죠. 우선 구 밑에 오큘젼이 먹는군요. 이건 기본값에 그라운드가 들어가게 되어 나오는것입니다. &lt;/p&gt;
&lt;p&gt;익스플로어에서 SIBL&amp;gt;SIBL_ground를 하이드해주시면 되구요. &lt;/p&gt;
&lt;p&gt;각 요소(반사, 백그라운드, 라이팅)의 렌더를 조절하시려면&amp;nbsp; SIBL&amp;gt;smart_IBL_Control를 여서서 렌더 토클러를 조절하시면 됩니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/rendertoggle.JPG&quot; alt=&quot;rendertoggle.JPG&quot; width=&quot;684&quot; height=&quot;515&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;배경을 원하는 위치에 로테이션하고 싶으시다면 SIBL&amp;gt;SIBL_feedback 오브젝트를 선택한 뒤 로테이션 해주시면 됩니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/060/103/rotation.JPG&quot; alt=&quot;rotation.JPG&quot; width=&quot;813&quot; height=&quot;508&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;아.. 그냥 디폴트 세팅으로 하시면 저와 많이 틀리게 나오게 될 수도 있습니다. 저는 세팅을 LWF(리니어워크플로우)으로 하였습니다. &lt;/p&gt;
&lt;p&gt;그래서 쉐이더들도 앰비언트는 무조건 블랙입니다.&lt;/p&gt;
&lt;p&gt;또한 &amp;nbsp;preferences&amp;gt;Display&amp;gt;color management 에서 apply to 탭은 모두 체크를 하여 줍니다. &lt;/p&gt;
&lt;p&gt;그런 다음&amp;nbsp;&amp;nbsp;preferences&amp;gt; rendering 으로 가 color profile 을 오토매틱으로 하여 줍니다. &lt;/p&gt;
&lt;p&gt;이렇게 하여 주면 sRGB로 된 이미지(jpg,tif 보통의 8비드이미지)는 알아서 감마가 자동으로 들어가게 되며 linear컬러스페이스로 된 이미지(HDR,EXR)는 그냥 가져오게 되죠. &lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;나중에라도 LWF는 공론으로 이야기하는게 좋겠습니다.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;자 그럼 자기가 가지고 있는 HDRI이미지는 어떻게 하는냐...그게 바로 다음에 이야기할 sIBLedit 입니다.&lt;/p&gt;
&lt;p&gt;오늘은 여기까지만 하겠습니다. 시간이 너무 갔네요.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Thu, 21 Oct 2010 15:06:36 +0900</pubDate>
                                    <slash:comments>8</slash:comments>
                    </item>
                <item>
            <title>Gamma / LUT setting 해 놓기 입.니.다.</title>
            <dc:creator>xsimen</dc:creator>
            <link>http://www.xsiuser.com/xe/101679</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/101679</guid>
                        <comments>http://www.xsiuser.com/xe/101679#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p/&gt;&amp;nbsp;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/679/101/01.jpg&quot; alt=&quot;01.jpg&quot; width=&quot;1657&quot; height=&quot;859&quot; style=&quot;&quot; /&gt;  &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;친구가 소이랑 누크랑 렌더 때깔이 틀려보인다고 하길래 설명차 간단한 팁을 만들었습니다.&lt;/p&gt;
&lt;p/&gt;아무래도 이런 기본적인 것은 공유하는 편이 좋을것 같아서 해당 사이트 데이터베이스화 해놓겠습니다.&lt;/p&gt;
&lt;p/&gt;(해외 튜토에서 아이스 파티클이 렌더링 된&amp;nbsp;장면을 예로 들어 설명하겠습니다.)&lt;/p&gt;
&lt;p/&gt;일단 아무것도 손을 안된 상태에서 장면을 렌더리전과 쉐이더볼의 렌더이미지입니다.&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/679/101/02.jpg&quot; alt=&quot;02.jpg&quot; width=&quot;1657&quot; height=&quot;859&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;이번엔 렌더러에서 exr 포맷으로&amp;nbsp;뽑아 누크로 가져온 상태입니다.&lt;/p&gt;
&lt;p/&gt;밝기가 상당히 틀리군요. 엑시에선 총이 거의 안보일 지경인데 말이죠. 플레임의 때깔도 많이 다릅니다.&lt;/p&gt;
&lt;p/&gt;누크의 문제일까요? 아니죠. &lt;/p&gt;
&lt;p/&gt;룩업테이블을 보시면 8~16비트 이미지는 srgb 그리고 화면에 짤려서 안보이는데 32비트 이미지는 리니어로 스마트하게 디폴트세팅되어 있습니다. 더욱이 누크는 어떤 이미지라도 32비트로 변환해 작업해줍니다.&lt;/p&gt;
&lt;p/&gt;그래서 작업의 특수성이나 하드웨어 의 차이에 따른 Gamma / LUT&amp;nbsp;조절이 필요하지 않다면 &lt;/p&gt;
&lt;p/&gt;기본적인&amp;nbsp;소프트웨어간에선 이미지를 뿌려주는데&amp;nbsp; 디폴트한 상태라고 보시면됩니다.&lt;/p&gt;
&lt;p/&gt;고럼 역시 소프트이미지의 세팅 문제겠죠?&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/679/101/03.jpg&quot; alt=&quot;03.jpg&quot; width=&quot;1657&quot; height=&quot;859&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;소프트이미지의 환경설정에서 display -&amp;gt; color management 로 가보면 gamma 밸류에 관한 설정이 있습니다. &lt;/p&gt;
&lt;p/&gt;(LUT 프로필에 관한것은&amp;nbsp;display &amp;nbsp;-&amp;gt;&amp;nbsp; rendering 으로....)&lt;/p&gt;
&lt;p/&gt;근데 소프트이미지를 설치후 해당 세팅을 건드리지 않았다면 Apply to 부분에 체크항목이 모두 해제 되어 있을겁니다.&lt;/p&gt;
&lt;p/&gt;렌더리전 , 렌더 패스, 쉐이더볼 등 모두 체크해 주세요.&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/679/101/04.jpg&quot; alt=&quot;04.jpg&quot; width=&quot;1657&quot; height=&quot;859&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;다시 렌더리전의 상태입니다. 누크로 보낸 후의 아웃풋 상태와 같은 이미지를 보여주네요.&lt;/p&gt;
&lt;p/&gt;만약&amp;nbsp;해당 컴퓨터의&amp;nbsp;다른 프로그램들끼리&amp;nbsp; 이미지가 일치하지않는다면&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;이처럼 Gamma / LUT setting&amp;nbsp; 을 바로 잡아주시면 대부분 해결 될겁니다.&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Wed, 06 Oct 2010 03:20:59 +0900</pubDate>
                                    <slash:comments>4</slash:comments>
                    </item>
                <item>
            <title>제대로 LOCAL 축을 활성화해 볼까요?</title>
            <dc:creator>xsimen</dc:creator>
            <link>http://www.xsiuser.com/xe/100959</link>
            <guid isPermaLink="true">http://www.xsiuser.com/xe/100959</guid>
                        <comments>http://www.xsiuser.com/xe/100959#comment</comments>
                                    <description>&lt;div class=&quot;xe_content&quot;&gt;&lt;p/&gt;안녕하세요&lt;/p&gt;
&lt;p/&gt;소프트이미지로 모델링하다보면 때론&amp;nbsp;굉장히 편하지만 어떤부분에선 딱 막히는 부분이 있죠?&lt;/p&gt;
&lt;p/&gt;당연히 있어야할 기능인데도 불구하고 생각대로 되지않아서 결국 다른툴로 넘기거나 애드온은 이용해서 해결하는 경우가 종종있죠.&lt;/p&gt;
&lt;p/&gt;특히 처음 소이를 배우게되면&amp;nbsp;모델링부터 시작하게 되는데 모델링시 가장 자주쓰는&amp;nbsp;방법중 하나인&lt;/p&gt;
&lt;p/&gt;&apos;Local Y 축으로 뽑아 두께를 줘야할 때&apos; 가 비일비재 한데도 불구하고 이상하게도 소이는 글로벌축과 다를바없는&amp;nbsp;결과를 보여줘 핏발을 세우게 합니다.&lt;/p&gt;
&lt;p/&gt;전&amp;nbsp;소이에서 모델링하면 이부분이 가장 불편했는데 이번에 오랜만?에 소이를 깐 기념으로&amp;nbsp;이부분을 찾아 보았더니&lt;/p&gt;
&lt;p/&gt;생각보다 간단한 방법이라 아시는 분은 다 아실테지만 입문하시는 분께는 도움이 될지도;;&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/959/100/1p.jpg&quot; alt=&quot;1p.jpg&quot; width=&quot;1000&quot; height=&quot;529&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;일단 스피어를 만들고 적당히 섭디를 주었습니다. 그리고 로컬축으로 수정할 경우 문제가 되는 부분인 &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&apos;링이나 루프선택 등과 같이 주위의 면들을 함께 선택&apos; 했습니다.&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/959/100/2p.jpg&quot; alt=&quot;2p.jpg&quot; width=&quot;1000&quot; height=&quot;529&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;일단 소이를 설치한후 기본 세팅 상태에서 선택면을 복제하고 로컬 Y 축으로 이동시켜 보았더니..&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;음.. 역시나 매우 실망스러운 결과를 보여주네요..&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;결국 애드온을 설치해야하는 걸까요? ㅠㅠ&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&lt;img src=&quot;http://www.xsiuser.com/xe/files/attach/images/58/959/100/3p.jpg&quot; alt=&quot;3p.jpg&quot; width=&quot;1000&quot; height=&quot;529&quot; style=&quot;&quot; /&gt; &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;이제 설정창으로 달려가서 그림과 같이 두 부분을 체크하였습니다.&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;그랬더니 놀라워라~ 맥스나 마야와 다를바 없는 로컬축 수정이 가능해 졌군요.&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;
&lt;p/&gt;&amp;nbsp;만쉐~~~ &lt;/p&gt;
&lt;p/&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description>
                        <pubDate>Sun, 26 Sep 2010 16:53:33 +0900</pubDate>
                                    <slash:comments>3</slash:comments>
                    </item>
            </channel>
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