I had the same problem during white colored product rendering. Usually what I did is, rotate the environment or add darker diffuse panel. Wasn't happy about that. This one strategy works fine in that case. Thanks for sharing.
Thank you Esben. It’s great helpful to me. Basically white material is huge difficult when I work on KeyShot. I have more hint after watching your clips. Thanks again.
Thank you! it is nice. I have a question. Which one is useful to work with white product and white background among using HDRI pin or Geometry Spotlight. In my case, I'm using spotlight geometry, but too bright or too dark... Could you recommend or let me know some tips?
Thanks for sharing and teaching! i have a question, why this technique only works on paint materials? Does it works on plastic material, so i could combine it after with other tecniques?
So this method vs the view direction gradient method - this one is basically a one-off, for a single product in a single position with a single locked down camera angle (depending on model of of course) I prefer the view direction gradient on specular since you can reposition the object, camera, and environment with total freedom and maintain the result - I think this method (environment and material graying) produces a beautiful work of art - but in a fast production environment that has to produce dozens if not hundreds of shots quickly, it’s better to use the view direction method. (IMHO)
Thanks for chiming in. Sure, if I had to mass-produce shots I would probably use the method you propose. For one-off hero-shots where I create very specific lighting setups for specific locked angles I think this methods yields a better looking result. I've never done a side by side comparison though, so I might be wrong. Cheers,
Thanks, appreciate it! Yes, you are not the first one commenting on that. If you check out the more recent videos I should pronounce it correctly ;) Thanks for pointing it out anyways.
Tomáš Hořín I guess you could use ambient occlusion material on your model and render it separately, then combine it with your original render in Photoshop. Put it in a new layer over the product layer and choose multiply instead of normal to enhance shadows on your model. Ambient occlusion is nice because it doesn't mess with anything else, it's just a map on diffuse material that puts shadows only on your product based on its parts and geometry.
I would try to go with the same process. It is just harder to see where the brightest part are positioned. Otherwise there should be no difference process-wise.
you are the best instructor of keyshot over RUclips. thank for explaining environment in depth.
That's a useful tutorial even for an advance user, thanks for making it and hope to see more special rendering tips, cheers.
Great to have you making this kind of tutorials guides for designers.
I had the same problem during white colored product rendering. Usually what I did is, rotate the environment or add darker diffuse panel. Wasn't happy about that. This one strategy works fine in that case. Thanks for sharing.
Thanks Esben, it's great to see that you are reading results of your own surveys.
Exactly what I have asked. :)
Thanks again!
Great tutorial man, very useful. Thank You.
Thank you so much, I had a lot of problems with porcelain, these tips are so useful!
Cool, that is really good to hear!
Thank you Esben. It’s great helpful to me. Basically white material is huge difficult when I work on KeyShot. I have more hint after watching your clips. Thanks again.
Cool, that is great to hear. Thanks!
thank you esben, you are a hero
Fantastic tutorial Esben. Thank you.
Great tutorial as always! Was waiting for this for a long time!
Thank you so so much for this Tutorial! You made it look so easy.
hey man, I was wondering what recommendations you would make for cubes or flat faces when it is white on white? cheers
very useful, thank you for sharing!
Very helpful tutorials Esben. I keep learning about how little I know in Keyshot
awesome! It was very useful. What render settings whould you use for a clean and high resolution result? Thanks!
Thank you! it is nice. I have a question. Which one is useful to work with white product and white background among using HDRI pin or Geometry Spotlight. In my case, I'm using spotlight geometry, but too bright or too dark... Could you recommend or let me know some tips?
WOW THANK YOU SO MUCH!!!!! LOVE IT.
Great!!Thank you so much!
This is my problem. Thank you!
Thanks! very helpful
Thanks for sharing and teaching! i have a question, why this technique only works on paint materials? Does it works on plastic material, so i could combine it after with other tecniques?
THANK YOU SO MUCH!!
Great one thank you!
Thanks for wonderful tutorial, I have a question that how did you make white paint glossy material ?
White paint 'shiny' type is available in the paint section
By any chance are you planning on uploading keyshot source file on your website? Thanks .
Hi - I can't share it as I don't own the model.
What was the original material for the jug?
Is this only applicable for Keyshot Pro. version?
Do you have tips for products that dont shine? Like a powdercoated product?
Thank you so much!
Very Nice
Beginner question: so the "background" is what's behind the camera? (Not behind the object I mean) The color of it reflects on the object?
Hello Esben, could you tell me: what is Ctrl + LBM .... ?
Sorry my mean Ctrl + LMB ...?
Why did we choose Multi material and duplicate it? Why cant we add the highlights and shadows in the existing material?
You can definitely do that. I just wanted to keep the initial setup to be able to show the difference later on.
@@esbenoxholm got it
hi,,i am your fans, and how many samples should be set when rendering white product
So this method vs the view direction gradient method - this one is basically a one-off, for a single product in a single position with a single locked down camera angle (depending on model of of course) I prefer the view direction gradient on specular since you can reposition the object, camera, and environment with total freedom and maintain the result - I think this method (environment and material graying) produces a beautiful work of art - but in a fast production environment that has to produce dozens if not hundreds of shots quickly, it’s better to use the view direction method. (IMHO)
Thanks for chiming in. Sure, if I had to mass-produce shots I would probably use the method you propose. For one-off hero-shots where I create very specific lighting setups for specific locked angles I think this methods yields a better looking result. I've never done a side by side comparison though, so I might be wrong. Cheers,
I love your videos Esben! I have to say this though "Dooplicate"
Thanks, appreciate it! Yes, you are not the first one commenting on that. If you check out the more recent videos I should pronounce it correctly ;) Thanks for pointing it out anyways.
Hi, what about matt white objects on white backgrounds ?
Tomáš Hořín I guess you could use ambient occlusion material on your model and render it separately, then combine it with your original render in Photoshop. Put it in a new layer over the product layer and choose multiply instead of normal to enhance shadows on your model. Ambient occlusion is nice because it doesn't mess with anything else, it's just a map on diffuse material that puts shadows only on your product based on its parts and geometry.
I would try to go with the same process. It is just harder to see where the brightest part are positioned. Otherwise there should be no difference process-wise.
Your PC made me jealous. BTW we both are "ZEN" family.
nice!
notification squad!
Thank you (:
You are welcome!
Best
😍👍👌
This video should just autoplay the first time you use keyshot HAHA we use these tips on the daily.
Ha, thanks!
From Instagram to RUclips
I think the lighting looks a bit unnatual, but that might just be me
oh man, this apple "design" is so overrated
same people with black on black SUVs, they buy these white on white products... makes no sense.