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+ | to read: | ||
+ | * https:// | ||
+ | * https:// | ||
+ | ====== Keyshot Shortcut ====== | ||
+ | |||
+ | | focus select | right menu > set camera target | | ||
+ | | view selected | right menu > center and fit part | | ||
+ | | view all | right menu > center and fit model | | ||
+ | | Show all | right menu > show all part | | ||
+ | | outline part | LMB click | | ||
+ | |||
+ | **material** | ||
+ | |||
+ | | unlink material relationship | right click on part, unlink material | | ||
+ | | relink material relationship | right click part on copy material, and right click part on paste linked material | | ||
+ | | | (same) shift+LMB on source, shift+RMB to paste to target part | | ||
+ | ====== Keyshot Basic ====== | ||
+ | |||
+ | * Hardware notes: Keyshot use CPU to render, and the speed increase linearly according to core count: | ||
+ | * https:// | ||
+ | |||
+ | * Basic Workflow | ||
+ | - Import Geo | ||
+ | - assign material (to research, apply material by scripts) | ||
+ | - assign HDRI lighting | ||
+ | - tune lighting and rendering setting | ||
+ | - render | ||
+ | |||
+ | ===== basic task - Place Logo ===== | ||
+ | |||
+ | * Use label on the applied material, with color and bump texture option, you will get a good logo look on your existing material ready model | ||
+ | * tutorial: https:// | ||
+ | * advanced tutorial (showing your material < label < label material type of combon): https:// | ||
+ | |||
+ | ===== basic task - batch switch material ===== | ||
+ | |||
+ | * duplicate a copy, and right click and choose material > change material type | ||
+ | * https:// | ||
+ | |||
+ | ===== basic task - animate material ===== | ||
+ | |||
+ | **To animate color** | ||
+ | * right click on the color attribute and and choose animation and set it up | ||
+ | * https:// | ||
+ | |||
+ | **To animate visibility (not opacity)**: so no need post compositing for already confirmed animation | ||
+ | * animation wizard > Fade > choose parts to fade; or choose parts > right click > animation > Fade. done | ||
+ | * https:// | ||
+ | ===== basic task - quick post color variation ===== | ||
+ | |||
+ | * click the edit pen icon in the final render viewer: | ||
+ | * https:// | ||
+ | |||
+ | ===== basic task - custom reflection ===== | ||
+ | |||
+ | * click on environment HDRI to open HDRI edit, and create new HDRI with dark color, then use pin to create custom light shape to create desired reflection | ||
+ | * https:// | ||
+ | |||
+ | ====== Keyshot Material Example ====== | ||
+ | |||
+ | **Cloudy Material / Translucent material / semi-transparent materail** (like paper, thin plasic) | ||
+ | |||
+ | * render setting: | ||
+ | * self shadow: on; global illumination: | ||
+ | * material setting: | ||
+ | * Advance material type > | ||
+ | * Specular transmission (amount of refraction related) setting to control transparency. | ||
+ | * Specular color (reflection color cast, Black = no color cast) to control look casting color and strength of reflectivity | ||
+ | * Roughness of Transmission: | ||
+ | * Roughness: control the surface roughness, basically disturb the reflection and give a blur look of environment reflection - " | ||
+ | * Diffuse color: color of object itself and strength of color compared to its reflection/ | ||
+ | |||
+ | * tut: https:// | ||
+ | |||
+ | **Back-lit material** | ||
+ | |||
+ | * create a light object with Point Light Diffuse Material | ||
+ | * Power and Color: control light intensity | ||
+ | |||
+ | * add glow post-effect: | ||
+ | * Camera > Effect > Bloom (Glow) to add glow boost intensity and radius (highlight part blur) | ||
+ | |||
+ | **Glass material** | ||
+ | * Glass (Solid) Grey: (type: Basic > Glass Solid) | ||
+ | * texture option = only Refractive Index + Roughness | ||
+ | * (type: Advanced > Dielectric) : allow color ramp option mapping to color | ||
+ | * texture option = Transmission + Transparency distance + roughness + bump + opacity) | ||
+ | * https:// | ||
+ | ====== Keyshot Advanced ====== | ||
+ | ===== version control tips ===== | ||
+ | |||
+ | * to do list | ||
+ | * update geometry | ||
+ | * export material linking list | ||
+ | * automated shot building script and tool | ||
+ | * render layer control | ||
+ | * element/ | ||
+ | |||
+ | ===== lighting control tips ===== | ||
+ | |||
+ | * to do list | ||
+ | * light setups | ||
+ | * reflection tips | ||
+ | |||
+ | * animated environment light | ||
+ | * as environment rotation can't be animated, you have to animate your model and camera together | ||
+ | * ref: https:// | ||
+ | |||
+ | * animated Emissive geo light | ||
+ | - Insert a plane or sphere and use a translate animation to move across the model. | ||
+ | - Apply an Emissive material to the sphere/ | ||
+ | - In the Project, Setting tab, enable ‘Global Illumination’. | ||
+ | |||
+ | * lighting tutorial: https:// | ||
+ | * jewelry lighting: https:// | ||
+ | * iphone lighting: https:// | ||
+ | * bottle lighting: https:// | ||
+ | ===== geo-parts control tips ===== | ||
+ | |||
+ | * to do list | ||
+ | * quick management tool for show and hide geo parts | ||
+ | |||
+ | * scripts to do | ||
+ | * copy position tool | ||
+ | ===== animation control tips ===== | ||
+ | |||
+ | * to do | ||
+ | |||
+ | ===== rendering control tips ===== | ||
+ | |||
+ | * animation and render advance feature: https:// | ||
+ | |||
+ | ===== scripting tip ===== | ||
+ | |||
+ | * https:// | ||
+ | |||
+ | ====== Resource ====== | ||
+ | |||
+ | * keyshot cloud, for tons of material, back plate, environment hdri, textures. | ||
+ | * https:// | ||
+ | * For cloud resource, use web browser and click download to get special link for the download | ||
+ | * then, use cmd line to bin and run code like this (free login acc required) < | ||
+ | ====== Keyshot learning ====== | ||
+ | |||
+ | * official learning site: https:// | ||
+ | * https:// | ||
+ | * https:// | ||
+ | |||
+ | ====== Problem and Solution ====== | ||
+ | |||
+ | * Problem: glass render with alpha channel checked, but glass is not transparent in png, still with background behind it | ||
+ | * Solution 1: use glass material with refraction checked on, not (no solid glass, or dielectric or transparent plastic) " | ||
+ | * Solution 2: double render, one with your old glass setup, one with your simple glass material just for the alpha channel, then combine | ||
+ | * Solution 3: render what you have with backplate as RGB 0-255-0, so perfect green screen, then key out green screen in nuke something like that, it may affect other transparent color as well though | ||
+ | * ref: | ||
+ | * https:// | ||
+ | * https:// | ||
+ | * double render method: https:// | ||
+ | * offical guide on transparent bg: https:// | ||
+ | * a video explain on reason behind that limit in keyshot (you either composite or use other render): ( Rendering Transparent Objects in KeyShot ) https:// | ||
+ | * composite guide: https:// |