Rendering
-Keyshot
When you send to Keyshot, make sure all subtools have different names. Otherwise it might not seee it.
Render-> External render-> KeyShot
Group by Material - doesnt group as subtools, but as pieces with different materials. (All subtools of one material will be all grouped together as one in Keyshot.
Shift +P - Pause render in Keyshot
then when you click on Render (BPR// Shift+R) , it will send the render job to Keyshot.
Whatever number of polygons you have in ZBrush, it doubles it in Keyshot. For fibers- it quadruples it ( converts to triangles-doubles the number + in BPR menu in render settings it says Subdiv at 2- double the number by 2 again, sides- adds on again...etc) dynamic- applies the dynamic to actual mesh and sends over.
This may cause problems...if your computer or Keyshot cant handle stuff....
When you send stuff to keyshot, open the Library menu and Project menu
Library- where you go, choose and apply thing to your scene
Project- where you edit all the stuff from Library that you have applied to model
If you dont want something to be sent, turn the eyeball off of that subtool.You can go back and forth from ZBrush to Keyshot.
Better dont put the CPU usage to 100% unless you are ready to like go to sleep and not use any other programs.
Axelata Paint- the actual car paint, that would be exactly to real life.
Its all a click and drag system- you can apply it to individual subtools in the viewport or to the whole project all at once by dragging the material to the Project name ZBrush in the Scene menu of the project.
Every time you move within Keyshot, it rerenders it real time.
Material
Right click on the subtool, copy material from one subtool, paste into new one. If you want to come back to the original ZBrush material, make a new Scene in Keyshot and resend the file from ZBrush.
When you apply a material and want to save the polypaint, hold ALT when applying the Keyshot material. (though it doestn work with materials like Glass, Liquid...and transparent materials alike that)
Roghness- more like blur
Refraction index- the tightness of spec.
The two materials below are the same except the material on the left has a refraction index of 2.0. The material on the right has a refraction index of 1.2. The higher refraction index distorts light more and makes the material itself more reflective than the lower refraction index on the right.
https://www.keyshot.com/keyshot3/manual/material_types/refraction_index_parameter.html
material settings in KeyShot
You can upload textures. and move, position the Label on the material. You can make it a different material ( in KeyShot 6).
Save the img as PNG
Lighting
Click and drag.
Environments can be moved/ rotated/ adjust brightness etc. On the right- Project-Environment. It updates the lighting.
You can pick a different color or Backdrop as a bg instead of the lighting environment. A different Environment can be used as a back plate as well- drag the Environment to the Backdrop tab.
You can use actual geometry as Lighting. -> Edit-> Add Geometry....
Or you can create the mesh in ZBrush, resend to Keyshot. Now you can use that as lighting by assigning a Light Material to it. You can move the piece inside Keyshot- right click, move part.
To move everything- move all.
Material-> Light *Emissive light material for soft adjustments. Area Light- to really use it As Light.
You can now edit it *color, intencity, visibility to camera, shadows,...
For Final Render - > Render settings
Passes * Clown Pass, Geo Pass, render region...etc
Edit HDRIs
you can regulate brightness, contrast,.....
add more lights by adding Pins
Cameras
you can lock it
Depth of field
....
etc
Passes
Normal pass, clown, depth and reflection passes.-----
How to make letters
-
- Make a square b&w img,
load the Texture
- apply it on to a plane, load texture as a texture map. Then mask by intensity and Extract
Or
- make it an Alpha, ->Alpha pallette -> Make 3d
- draw it right on mesh with Alpha
----
how some people do it:
No comments:
Post a Comment