One obstacle for training beginners is them understanding linked materials, the fact that a material no longer in the file is essentially lost (unless saved to the library or undo), and that dragging a material to the model tree overrides the material linking hierarchically. Once a beginner wraps their head around these concepts, Keyshot becomes a whole lot easier. Another is understanding the difference between duplication of a model set, the “new” model set button and it’s dialog options, and what constitutes an unbaked duplicate when using the pattern tool.
Thanks for the insight. Observations like this is good tutorial fuel. If files are properly managed, there shouldn't be lost materials (save KSP instead of BIP file). And yeah, linking/unlinking is pretty key to understand. If it's helpful, by default, the pattern tool unlinks materials, wheras when you duplicate a model set, you get the choice to link/unlink materials.
You have no idea how many times I've gone back into solidworks to add little fillets in order to round the edges. I had no idea rounded edges was a thing in keyshot thanks
Great tip about the plastic material, I have an animation I’m working on for an assembly of hundreds of steel parts and the fireflies has been a real issue. Going to try this, thanks
Ideally, you wouldn't need to, but yeah, can be helpful. Also, under the roughness parameter, make sure to increase that a bit, maybe 16 or so... that should help. If you're using physical lights for the source (like area light) increase the samples of those as well and it'll help a bit.
you can also use the advanced material instead of plastic and toggle off the Fresnel option. Then you can play with the ambient channel as well, without searching for the right IOR value.
Thank you Will - I do product packaging and I cant get product behind a windows to render proper - doesnt look like a window - you have any tuts for that ? thanks much
Hi Will, do you have tutorial for realistic rendering of wood materials planned anytime soon? Watched and loved the previous one but I’m curious if you’d do anything different after all these years, maybe you developed new ways to do it! And great video as always, cheers
Hello! At this time, I do not. I honestly almost never render wood. Because I don't work with interiors or furniture designs, it just does not come up often. If you really want super-realistic wood, I think the best solution is photo-scanned textures unfortunately. But that can get tricky to find as well as UV-unwrapping the model to map the textures properly too. That's where the simplicity of the 3D procedural texture built into KeyShot comes in handy. But eyah, long story shot, not really. Sorry about that. I'm not saying I won't... but I just don't have anything planned as KeyShot hasn't made changes to that material or the material graph in a long time.
excellent result.... *** I need you guidance to solve my problem. I have product on packaging box that client need to show spot UV (printing effect) on the packaging 3D mock. If do you any have solution plz share...
You'd need to make a glossy version of the material. You can do this with a label. I don't have an exact tutorial on this, but if it's a logo that should be glossy, you apply that and make sure its material properties are gloss/roughness=0.
Did you try dragging the cutaway object in a different direction? In my example, I dragged the cube toward the camera, so the part of the PCB that was NOT overlapped by the cube was visible. This will determine what part of the model is cut.
Not really... are you sure you don't have 'Render NURBs' enabled in KeyShot? I'm not taking about NURBs data being imported, but actually enabled in the real-time view.
I wish settle worked like that for me, mine just moves around continually until I get bored and stop it before doing it manually. Using a 3080 card on fairly simple geometry.
Hmm, interesting. You can try in CPU mode, but I'm 99% certain the GPU is being used for rendering only and not the actual settle command. I've tested it on a few items and most of them worked pretty well (not perfect) but well enough. Are you dropping the object from a decent height or is it barely off the ground? If it's too close to the place you're trying to settle it onto, that may be an issue.
Hello, I would like to ask for your help. Rounding the edges has always worked flawlessly for me, but now I have a keshot 11 and I have a problem. I used to only make the shutline in the face with zero gap and set the rounded edges to simulate the shutline. Unfortunately, keyshot 11 takes the two parts divided in this way as one volume and does not round these edges. Don't know how to fix it so it works normally?
I forgot how keyshot was great. The only reason why i stopped using it is that it doesn't help me on the long run, once i set up the materials i cant do anything with them really other than rendering it in kS. I wish that there is an option to export textures, materials to marmoset, may, unreal etc..
Isolate Materials is strange and not working on my end. Better works with selecting the objects in Scene Panel and drag and drop the material into the scene panel onto the Ctrl-seleted objects.
That's odd. I haven't had any issues with it. What version of KeyShot are you currently using? I wonder if updating your software will fix it if you happen to be on an earlier version.
That settle option really is a time saver! Thank you for the tips
I like it! Sometimes, it can be a bit slow, but other times it's really nice.
One obstacle for training beginners is them understanding linked materials, the fact that a material no longer in the file is essentially lost (unless saved to the library or undo), and that dragging a material to the model tree overrides the material linking hierarchically. Once a beginner wraps their head around these concepts, Keyshot becomes a whole lot easier. Another is understanding the difference between duplication of a model set, the “new” model set button and it’s dialog options, and what constitutes an unbaked duplicate when using the pattern tool.
Thanks for the insight. Observations like this is good tutorial fuel. If files are properly managed, there shouldn't be lost materials (save KSP instead of BIP file). And yeah, linking/unlinking is pretty key to understand. If it's helpful, by default, the pattern tool unlinks materials, wheras when you duplicate a model set, you get the choice to link/unlink materials.
This was fantastic! you're like the only person out there making such good videos for keyshot
Glad you think so!
One of the nicest keyshot render videos out there. Thanks Will.
Thanks! I really appreciate it!
Oh wow, love the plastic for metals! Also the snap to pivot, that’s essentially an align-to-other-object hidden function!
Yeah, that tricky move tool... haha
You have no idea how many times I've gone back into solidworks to add little fillets in order to round the edges. I had no idea rounded edges was a thing in keyshot thanks
Seriously though that's amazing
Now, you just need to make a time machine so you can go back in time to watch this tutorial and save you tons of hours. ;)
Amazing video! It was very helpful.
Glad you think so!
Excellent video 2 new tips in there that will save me some time, thanks so much.
Thanks Dave! Happy to hear that!
Thak you. I've used keyshot for year yet there were things that were new to me or i just didn't have a good grasp. Great video!
Oh, nice! That's what I was hoping for.
THank You for this! was waiting for it!
My pleasure.
This is gold! Thank you!
Thanks for the comment. Cheers!
Thanks for teach us
Great tip about the plastic material, I have an animation I’m working on for an assembly of hundreds of steel parts and the fireflies has been a real issue. Going to try this, thanks
Ideally, you wouldn't need to, but yeah, can be helpful. Also, under the roughness parameter, make sure to increase that a bit, maybe 16 or so... that should help. If you're using physical lights for the source (like area light) increase the samples of those as well and it'll help a bit.
you can also use the advanced material instead of plastic and toggle off the Fresnel option. Then you can play with the ambient channel as well, without searching for the right IOR value.
very good TIP! Thx
Thanks a lot Teacher
Happy to help.
Thank you very much! 🤩
You’re welcome! ☺️
Amazing, Thank you❤
Thank you too!
Even when I think I know things, you add that little secret that makes KeyShot so much easier!
I'm happy to hear that!
Awesome video
Thanks!
Thank you Will - I do product packaging and I cant get product behind a windows to render proper - doesnt look like a window - you have any tuts for that ? thanks much
Hi Will, do you have tutorial for realistic rendering of wood materials planned anytime soon? Watched and loved the previous one but I’m curious if you’d do anything different after all these years, maybe you developed new ways to do it! And great video as always, cheers
Hello! At this time, I do not. I honestly almost never render wood. Because I don't work with interiors or furniture designs, it just does not come up often. If you really want super-realistic wood, I think the best solution is photo-scanned textures unfortunately. But that can get tricky to find as well as UV-unwrapping the model to map the textures properly too. That's where the simplicity of the 3D procedural texture built into KeyShot comes in handy. But eyah, long story shot, not really. Sorry about that. I'm not saying I won't... but I just don't have anything planned as KeyShot hasn't made changes to that material or the material graph in a long time.
Amazing work, how did you import pcb in keyshot including signal or track layer.
Just the same I would with any 3D model. I created this PCB model in Autodesk Fusion.
Hey Will, May ask you Which Material is used for IC's or Chips in keyshot.?
Th black plastic looking materials on this model? That's just plastic. I think I used a textured translucent material I created for the green parts.
excellent result.... ***
I need you guidance to solve my problem.
I have product on packaging box that client need to show spot UV (printing effect) on the packaging 3D mock.
If do you any have solution plz share...
You'd need to make a glossy version of the material. You can do this with a label. I don't have an exact tutorial on this, but if it's a logo that should be glossy, you apply that and make sure its material properties are gloss/roughness=0.
thx:)
np!
Hi how to add PCB material and all the capacitors
I modeled all those details in CAD applicaiton.
Hi Will, I tried a cutaway, but it's showing the wrong side. How can I turn it around ?
Did you try dragging the cutaway object in a different direction? In my example, I dragged the cube toward the camera, so the part of the PCB that was NOT overlapped by the cube was visible. This will determine what part of the model is cut.
hey will how did you get those lines (vias) on the PCB? does it come with the model? or did you added them yourself?
This is a model/design of my own. I modeled the traces when I was modeling the rest of the PCB.
Any trouble shooting ideas why imported geometry (both with and without numbs data) has rounded edges features greyed out?
Not really... are you sure you don't have 'Render NURBs' enabled in KeyShot? I'm not taking about NURBs data being imported, but actually enabled in the real-time view.
I wish settle worked like that for me, mine just moves around continually until I get bored and stop it before doing it manually. Using a 3080 card on fairly simple geometry.
Hmm, interesting. You can try in CPU mode, but I'm 99% certain the GPU is being used for rendering only and not the actual settle command. I've tested it on a few items and most of them worked pretty well (not perfect) but well enough. Are you dropping the object from a decent height or is it barely off the ground? If it's too close to the place you're trying to settle it onto, that may be an issue.
Hello, I would like to ask for your help. Rounding the edges has always worked flawlessly for me, but now I have a keshot 11 and I have a problem. I used to only make the shutline in the face with zero gap and set the rounded edges to simulate the shutline. Unfortunately, keyshot 11 takes the two parts divided in this way as one volume and does not round these edges. Don't know how to fix it so it works normally?
I've not run into this myself. It sounds like it's more of a bug if this is what you are experienceing. Have you checked with Luxion support?
Sir upload some jwellery rendering video...
I appreciate the suggestion!
I forgot how keyshot was great. The only reason why i stopped using it is that it doesn't help me on the long run, once i set up the materials i cant do anything with them really other than rendering it in kS. I wish that there is an option to export textures, materials to marmoset, may, unreal etc..
Ah, yeah. Not sure if or when that might happen.
to me , two three tricks was new... thanks
Great!
Isolate Materials is strange and not working on my end. Better works with selecting the objects in Scene Panel and drag and drop the material into the scene panel onto the Ctrl-seleted objects.
That's odd. I haven't had any issues with it. What version of KeyShot are you currently using? I wonder if updating your software will fix it if you happen to be on an earlier version.
Here are some other tricks, ... Redshift, Octane, Vray ... for Blender, for Maya, for Cinema... and so on ;)
OH! That's cute. I'd never heard of those.
wait, mind blown a knife isnt actually sharp.......?!
what can I say?