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KeyShot 4 - Manual

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Keyshot v4 User Manual
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Disclaimers
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  • Disclaimers

  • KeyShot Disclaimers

    KeyShot Disclaimers

    PANTONE Colors displayed in the software application or in the user documentation may not match PANTONE-identified standards. Consultcurrent PANTONE Color Publications for accurate color. PANTONE and other Pantone trademarks are the property of Pantone LLC. Pantone LLC, 2012

    Pantone is the copyright owner of color data and/or software which are licensed to (Luxion Aps) to distribute for use only in combination withKeyShot. PANTONE Color Data and/or Software shall not be copied onto another disk or into memory unless as part of the execution of KeyShotmaterial library.

  • KeyShot OverviewDirectory StructureLicensingUser interfaceImporting and working with dataWorking with materialsTexturingLabelingAdjusting lightingRealtime settingsUsing backplatesWorking with camerasRendering and outputMaterial types and their settingsAnimationKeyShot environment editorNetwork renderingKeyShotVR

    Index

  • KeyShot overview

    keyshot overview >

    KeyShot is an entirely CPU based standalone render engine for 3D data. It has been designed to take the complexity out of rendering realisticimages. It is meant for designers, engineers and CG professionals worldwide to quickly and easily create realistic images of their 3D models.

    Contents

    CPU renderingHDRI lightingPhysically accurate materialsStereoscopic viewing(3D)

  • CPU based rendering

    keyshot overview > CPU >

    OverviewKeyShot is an entirely CPU based standalone render engine for 3D data. It is designed to use 100% of all CPUs available in your system todeliver maximum rendering performance. It is also near linear in scale, so as you double the amount of CPU cores in your system you will nearlydouble performance.

    When KeyShot renders it will use 100% of your CPU power. This is normal behavior.

    Why CPU?Since KeyShot is CPU based it is a rendering solution available to the masses. There is no need for a special graphics card or hardware to runthe software. This also makes it a mobile solution and can be run on simple laptops. Your 3D data is stored in RAM and is not dependent onVRAM in a graphics card. This will allow you to import very large data sets without the need for a powerful graphics card. KeyShot delivers fast,noise free results because of the complex algorithms behind the render engine. These algorithms cannot be calculated on the GPU and thusKeyShot uses the CPU for rendering.

  • HDRI (High dynamic range image) lighting

    keyshot overview > hdri lighting >

    HDRI LightingHDRI stands for "High dynamic range image". HDRI lighting is a method of easily and realistically lighting 3D models across the CG industry. Itworks by mapping a 32-bit image to the inside of a sphere. This 32-bit image has a significantly larger amount of color information than an imagetaken with a standard camera. The color intensity can far exceed the standard RGB range of 255, 255, 255 which equals pure white. Thisadditional color information is used to cast realistic lighting information into a scene. Using HDRI images, KeyShot can accurately simulatedifferences in brightness from a simple LED all the way up to the intensity of the sun and cast shadows accordingly.

    When you import a model into KeyShot, it is already contained in an HDRI environment. No intitial lighting setup is necessary for you to achieveimmediate realistic lighting. For more information on tuning your lighting see the section on adjusting lighting.

    The image on the left shows a realistically lit 3D model. The image on the right is the same scene but the camera has been pulled back to revealthe sphere that contains the HDRI which is creating the lighting. This automatic lighting setup is one of the main reasons KeyShot is so easy touse.

  • Physically accurate materials

    keyshot overview > physically accurate materials >

    The science behind the materials

    All KeyShot materials are scientifically accurate and have physical properties based on real world materials. The material types contain only theproperties necessary for creating that specific type. For example, you won't find a property under the "Glass" material that will make it look like ametal. This makes setting up realistic materials extremely easy and foolproof.

    Included:

    700+ materialsDuPont materialsMold-Tech materials

  • Stereoscopic viewing(3D)

    KeyShot overview >Stereoscopic viewing(3D)

    OverviewStereoscopic viewing(3D) gives you the ability to view you models in 3D in realtime.(*hardware not included)

    How to enable itEnabling steroscopic viewing can be found under "View" -> "Stereoscopic settings". You will need 3D enabling hardware:

    3D monitor3D graphics card(support 3D vision, or OpenGL quad buffering)3D glasses

  • Directory structure

    Directory structure >

    Contents

    OverviewPC locationMac location

  • Overview

    Directory structure > Overview

    KeyShot resourcesKeyShot has a default directory structure that the software depends on to run properly called KeyShot resources. Assets such as environmentimages, backplates, materials, colors, textures and scenes are stored here. By default, when you open a BIP file, KeyShot will automaticallycheck KeyShot resources for any assets that the scene uses.

    The folders located in KeyShot resources are as follows:

    RenderingsAnimationsScenesModelsTexturesColorsEnvironmentsBackplatesMaterialsMaterial Templates

    You can specify the location of the KeyShot resources folder in the folder preferences.

    RenderingsBy default, all renderings will be saved to this location. At render time, other locations can be specified in the render options.

    Scenes:KeyShot will automatically browse to this location when saving and opening scenes.

    Textures:KeyShot will automatically look in this location for any textures associated with a BIP file. Any textures stored here will be imported into the librarywhen KeyShot starts.

    Colors:KeyShot will automatically look in this location for any colors associated with a BIP file. Any colors stored here will be imported into the librarywhen KeyShot starts.

    Environments:KeyShot will automatically look in this location for any environment images associated with a BIP file. Any environments stored here will beimported into the texture library when KeyShot starts.

    Backplates:KeyShot will automatically look in this location for any backplates associated with a BIP file. Any backplates stored here will be imported into thelibrary when KeyShot starts.

    Materials:KeyShot will automatically look in this location to populate the library with materials when KeyShot starts.

  • Directory structure (PC location)

    Directory structure > PC location >

    LocationOn PC a shortcut will be placed on your desktop called "KeyShot resources". This folder points to the 'Documents - > KeyShot' folder unless theKeyShot resources location was changed during installation.

    Setting permissionsTo set full permissions on your KeyShot resources folder for PC, right click on the 'KeyShot' folder and select 'properties'. Next, select the'security' tab and highlight your 'group' or 'username'. Then click the 'edit' button and set the permissions to 'Full control'.

  • Directory structure (Mac location)

    Directory structure > Mac location >

    LocationOn Mac your KeyShot resources folder is located in "Library -> Application support -> KeyShot 4"

    Write permissionsYou must have 'read/write' permissions to be able to save renders, animations, materials and scenes to your resources folder. If you are not able to save, ensureyou have full 'read/write' permissions for the resources directory. You can do this by selecting the 'KeyShot' folder and selecting 'get info'. Then under 'Sharing &Permissions' set your account to 'Read & Write'. If you cannot set these yourself, you may need to contact your system adminsistrator.

  • License file locationOn Mac your license file is stored in the KeyShot application 'package contents'. To access this, locate 'KeyShot' in your applications. Right clickthe icon and select 'show package contents'. If you have trouble copying your license file to the correct location, follow the steps outlined above toensure you have proper write permissions.

  • Licensing

    Licensing >

    The standard node locked license is serial code based and can be active on one machine at a time. However, you can transfer your license anunlimited number of times on up to three machines.

    Contents

    Installing your license Transferring your licenseFloating license

  • Installing your license

    Licensing > Installing >

    Automatic installWhen you receive your 'keyshot4.lic' file save it to your machine. Next, start KeyShot and select 'install license' and browse to the 'keyshot4.lic'file. If your license fails to copy, check to ensure you have full permissions set on your Keyshot resources folder on PC and full permissions seton the KeyShot application 'package contents' on Mac. Click one of the following links for information on setting your permissions on PC or Mac.

    Manual installWhen you receive your 'keyshot4.lic' file you can manually copy it to the Keyshot resources directory for PC or to the application packagecontents on Mac.

  • Transferring your license

    Licensing > Transferring >

    Transferring overviewDuring the license transfer process an internet connection is required, but once the license has been successfully transferred KeyShot can runwithout being connected to the internet.

    Transferring your license on PCTo transfer your license on PC, ensure you are connected to the internet on the active machine. Start KeyShot and go to 'File -> Deactivatelicense on this machine'. Then, ensure the new machine is connected to the internet and that KeyShot is installed. Start the software, fill out yourinformation on the activation screen, and press 'Next'. On the following screen you will be asked for your KeyShot serial code(s). Type in yourinformation and press 'Next' to finalize the activation.

    Transferring your license on MacTo transfer your license on Mac, ensure you are connected to the internet on the active machine. Start KeyShot and go to 'File -> Deactivatelicense on this machine'. Then, ensure the new machine is connected to the internet and that KeyShot is installed. Start the software, fill out yourinformation on the activation screen, and press 'Next'. On the following screen you will be asked for your KeyShot serial code(s). Type in yourinformation and press 'Next' to finalize the activation.

  • Floating license

    Licensing > Floating license

    Floating license overviewThe floating license will give you the ability to float a license of KeyShot amongst any machine that has KeyShot installed. A license of KeyShotPro floating is required, and a machine with the server software installed and a license configured.

    Borrowing a license for external use

    Borrowing a floating license for external use allows you to borrow a license file from the license server for up to 30 days. This will borrow alicense from the server, making 1 license not available. To borrow a license on Mac select "KeyShot Floating" in the top bar within OS X, andselect "Borrow floating license", Windows this will be under "Help". You will next be prompted with a calendar allowing you to specify a date untilthe borrow license is returned. *Note* 30 days is max, unless our licensing department has specified otherwise.

    To return a borrow license you will need to be on the same network as the license server, and select "Return borrowed floating license". This willreturn the borrowed license and allow others to use.

    Select Floating license type:If your floating license includes KeyShotVR, selecting "Select Floating License Type" will allow you to check out a KeyShotVR, or return.

  • User interface

    User interface >

    Contents

    Hotkeys Preferences Realtime window LibraryProject window Animation Render options

  • Hotkeys

    User interface > Hotkeys >

    Accessing the Hotkey reference menu

    Learning and using the hotkeys will speed up the process of working inside KeyShot. You can access the list of hotkeys and their functionality bypressing the 'K' key on PC or Mac.

  • Preferences

    User interface > Preferences

    Preferences window

    GeneralInterfaceFoldersPluginsColor ManagementAdvanced

  • General

    User interface > Preferences > General

    Adjust aspect ratio to backplate:When checked this will automatically resize the realtime window to the same aspect ratio of any backplate image that is loaded into the realtimewindow.

    Enable auto update:When checked this will prompt the user to download and run the update installer when a newer version becomes available.

    Pause realtime render after:When working in KeyShot, the realtime rendering will use 100% of all CPUs available in your system. You can select an amount of time from thedrop down menu to automatically pause the rendering and stop the usage of your processors.

    Number of cores to use:Set the number of cores KeyShot uses on your system. All core is the recommended value for best performance.

  • Ask where to save each screenshot:When checked, KeyShot will prompt the user to specify a location when saving a screenshot from the realtime window. You can also changewhat file format each screenshot is saved out as, along with the quality.

    Save a camera with each screenshot:When checked, KeyShot will save a camera view for every screenshot that is saved out. These views can be accessed from the camera tab inthe project window.

    Material Environment ImageThis is the path to the environment that renders the materials inside the library. Changing the path will render the materials with the environmentthat was chosen.

    Backup versionsBackup versions allows you to save multiple version of your files, incase of corruption you can refer back to a previous file. Loading previousversions of your file can be loaded through the "Revision Manager"(File -> Revision Manager)

  • Interface

    User interface > Preferences > Interface

    Language:The KeyShot interface can be displayed in 10 different languages. To switch to an alternate language, select the desired language in the dropdown menu. You will be prompted to restart KeyShot to apply the changes.

    Theme:Toggle between a light or dark KeyShot theme.

    Background brightness:Changing this setting will change the background around the outside of the realtime view.

    Object hightlightObject highlight is turned on by default. This setting allows you to easy locate your model in the realtime view by displaying an orange outlinearound your model.

  • KeyShot 2 style material paste/linkThis will reverse the style of copying and pasting linked materials

    Include camera movements in undo stack:Having this settings enabled will allow you to under any unwanted camera movements made.

    Reverse camera distance scrolling:Enabling this option will reverse the scrolling on the camera when dollying the camera.

    Enable slider compressed modeWith the setting enabled all sliders within the interface will become skinnier.

    3D mouse sensitivity:This will control the sensitivity of a 3Dconnexion mouse.

    Restrict to dominant axis:This will limit the range of motion on the 3D mouse to one dominant axis. For example, if a user is moving the mouse both forward and sideways,the camera will move in the more dominant direction - not both at the same time.

    Invert AxisInvert Axis will simulate moving the model as opposed to the camera moving around the model.

  • Folders

    User interface > Preferences > Folders

    The folders tab will allow you to specify your KeyShot Resources as well as set up shared folders.

    Shared Folders

  • Shared folders will allow you to point KeyShot to folder that is shared on a server or local computer to access the files. To use shared folders youwill need to select "customize each folder" and click the folder icon on the right. The Configure Folders dialog will open as seen above. From theiryou can select the ( + ) button to add a new folder path. Selecting a folder and clicking 'Edit' will allow you to edit that folder and change the pathor changing to a default folder. You will need one default folder at all times.

    All shared folders will show inside of the library.

  • Plugins

    User interface > Preferences > Plugins

    Luxion KeyShot GrabCAD IntegrationGrabCAD Integration will allow you to upload your renderings to the GrabCAD straight from KeyShot. Refer to the Upload to GrabCad section.

    Luxion KeyShot HDR Editor(Pro only)The HDR editor allows you to edit your HDR to use inside of KeyShot. Refer to the KeyShot Environment Editor for more information.

  • Color Management

    User interface > Preferences > Color Management

    Color management overview:Color Management allows the matching and control of color representations across various devices. You have the ability to enable Color Management, selecting an ICC profile (.icc or .icm) available from various software and hardware manufacturers.Enabling a color profile only affects how the image is displayed in the realtime view. Rendered image output is in the sRGB color space so if converting the color profile in Photoshop remember to set your source as sRGB.

  • Advanced

    User interface > Preferences > Advanced

    Fast realtime updates:When checked this will enable smooth camera moves while navigating your scene.

    Graphics effects:Enabling this feature will allow you to access the Bloom and Vignetting effects.

    Use gloss instead of roughness for materialsThis will change all parameters for roughness to gloss. Restarting KeyShot is required to take affect.

    Respect animation orderingThis will change the order that older animations will be played.

  • Live Linking:This will change the port number being used by the plugin when using live linking. For more information on using live linking refer to our livelinking section.

    Network:If you are behind a proxy server, you can fill in the server information here to allow KeyShot to connect to the internet to activate the softwareand to automatically be informed of updates.

    Log:This is an optional log that can be displayed to help with debugging. It will display different types of information that can help the KeyShotdevelopment and support teams troubleshoot issues that may arise.

  • Realtime window

    User interface > Realtime window

    Item 1:This is the realtime view. All realtime rendering of your 3D model will occur here. You can interactively move around your model by using thecamera controls. You can adjust realtime render settings and performance by going into the settings tab in the project window. Models can bemulti-select by hold SHIFT + LMB and dragging. This will enable an orange box for selecting your model/parts.

    Item 2:

    This is your main toolbar and will guide you through the process of creating images and/or animations. The icons are arranged in thechronological order, from importing your data, assigning materials, choosing lighting, setting up animations and finally rendering.

    The toolbar icons can be displayed in different sizes and you can choose to hide the text by right clicking on the toolbar and setting your options.The toolbar can also be torn away from the bottom of the realtime view by hovering over the series of dots on the far left side, then left clickingand dragging to move the toolbar freely. It can be snapped to the left side of the interface by dragging and hovering the toolbar over the left edgeof the realtime view.

  • Docking Windows

    Docking windows can be activated by simply dragging the library, project or animation timeline near the edge of the realtime view. You are ableto dock all windows at once by going to "View" - > "Dock Windows".(As shown in the image above)

  • Library

    Library

    Contents

    OverviewColor Library

  • Library overview

    Library > Overview

    LibraryThis is where default assets such as materials, colors,environments, backplates and textures are stored. Any contentdisplayed here is sourced from the locations set for KeyShotresources in the folders preferences. The different assets can bedisplayed by clicking on any of the upper tabs.

    The library is setup to work like a file browser in an operatingsystem. Folders can be added by manually placing them in theKeyShot resources folder through your OS, or they can be added

    by clicking the add folder button . Content can be refreshed by

    clicking the refresh button and content can be imported or

    exported by clicking either the import or export buttons .The library can also be searched by typing in the search field inthe upper right corner.

    The library is split horizontally into two view panes. The top paneshows the folder structure and the bottom pane shows thecontent of the currently highlighted folder as thumbnails. Thethumbnail sizes can be scaled up or down by using the scaleslider on the bottom of the library window.

    You can drag and drop content from the library by clicking anddragging any item from the lower pane into the realtime window.

    Any shared folders will also be shown below Shared Folders.

    Folders shown with a lock sign are set to read only. Permissionscan be edited inside of the shared folders

  • Color Libary

    Library > Color Library

    Color Library

    KeyShot color library lets you drag and drop predefined colorsonto any part or object inside the realtime window.

    PANTONE and RAL colours library are included for use.

    Searching for colors can be done by clicking in the searchbox in the top right, and typing the name of the color. This willsearch the entire selected folder, for the specific color.

    Searching can also be achieved by selecting the crosshair inthe top right of the dialog. This will prompt a dialog with acolor picker where you are able to select the color you arelooking for.

    Color libraries can also be imported from a *.csv file by usingthe import button, and browsing to the file.

    You can create colors manually within KeyShot by right-clicking inside the color library and selecting "Add Color". Thiswill prompt a color dialog, where you are able to specify thecolor you would like to add to the library.

  • Project window

    User interface > Project window

    Contents

    OverviewScene tabMaterials tabEnvironment tabCamera tabSettings tab

  • Overview

    User interface > Project window > Overview

    Project window

    The project window can be thought of as the centrallocation for making any changes to KeyShot scenes.It is accessed by selecting the project button shownon the left from the main toolbar. It can also beaccessed by pressing spacebar.

    If a user needs to duplicate models, delete parts, edit materials,adjust lighting, change cameras or anything involving editing. Itwill be done through this section of the UI.

  • Scene tab

    User interface > Project window > Scene tab

    Scene tab

    This will show any models, cameras and animations that youhave in your scene. Animations can also be added through here.

    ModelsModels imported from a CAD system will retain any hierarchythat has been setup and will be the top item displayed in thescene tree. The hierarchy of a model can be expanded byclicking the sign. Any model or part that is selected willhighlight in the realtime view if this option is set in your generalpreferences. Models or parts can be hidden and unhidden byselecting the . Models or parts can be renamed or deleted byright clicking on the part and selecting either option.

    Models or parts can be positioned, scaled or rotated manually byselecting the item in the scene tree and typing values for X, Y, Zin the 'position' tab. Items can also be reset to their originalpostions, centered in the scene or snapped to ground using thecorresponding buttons in the interface shown below

    CamerasThe currently active camera will be represented by a blue icon.Other cameras can be made active by right clicking on thecamera and selecting 'set as active camera' as shown on the left.Cameras can be renamed or deleted as well through the rightclick menu.

    Model sets(Pro only)Model Sets will give the ability to quickly toggle through differentitirations of a model. You can add your modal to a model set by

  • clicking the , and selecting "Add New Model Set". This willapply the currently selected model onto a set. Only model levelscan be applied to a model set.

    Use SHIFT - M to toggle through model sets. Model sets can alsobe viewed by going to "View" -> "Model Sets".

    Models that are not assigned to a specific model set will alwaysshow in the realtime view.

    (Pro only)Render Layers:

    Allow placement of a model or part on a layer to be rendered.Select/multiselect the parts/models and select the render layerfrom the drop down. This will apply your selection to the renderlayer.

    When rendering you will need to enable render layers on thepasses output tab.

    Rounded Edges:

    Rounded edges can be applied to any part within your model.This will apply a fillet to the part giving it a rounded look. For thebest results, keep a radius under .1.

  • Materials tab

    User interface > Project window > Materials tab

    Materials tabWhen a material is selected the properties are displayed underthe materials tab in the project window.

    Selected materials can be renamed in the 'Name' field and canbe saved to the material library by click the save material buttonthe "Save to library" button.

    Material types can be changed by selecting a type from the 'Type'drop down menu. All material types contain only the parametersneeded to create that specific type of material. This keepsmaterial creation simple.

    PropertiesThe properties tab will display the properties for the currentlyselected material type. By default only basic properties areshown. If additional properties are available, they can beaccessed by clicking the button next to the basic property.

    TexturesTextures such as color maps, specular maps and opacity mapsare added to the material in this tab. See the section in themanual that covers texturing for more specific information.

    LabelsLabels can be added to the material in this tab. See the sectionon the manual that covers labeling for more specific information.

  • Environment tab

    User interface > Project window > Environment tab

    Environment fileThis will list the name of the currently loaded environment image.The supported formats are .hdr and .hdz (KeyShot proprietaryformat). Clicking edit will allow you to edit the environment file.For more information please refer to our section in the manual forHDR Editor.

    ContrastThis will increase or decrease the contrast on the environmentwhich can sharpen and soften the shadows. It will also increasethe intensity of the light and dark areas which can negativelyaffect the realism of the lighting. For realistic lighting, it isrecommended to leave this at the default value.

    BrightnessThis will control the amount of light emitted into the scene fromthe environment image. If the rendering is too dark or too brightthis can be adjusted.

    SizeThis will increase or decrease the size of the environment domethat is lighting the model. This is a method of tuning thereflections and lighting in your scene

    HeightThis will shift the height of the environment dome up and downwhich is a method of tuning the reflections and lighting in thescene

    RotationThis is a value that will set the rotation of the environment and isanother method of controlling your lighting and reflections.

    BackgroundHere you can set the background as the lighting environment, asolid color or use an image as a background.

    Ground shadowsHere you can enable the ground shadows in the scene. Whenthis is on, there is an invisible ground plane that shadows frommodels are projected on.

    Ground reflectionsWhen this is enabled reflections of any 3D geometry will be showon the same invisible ground plane that ground shadows areprojected on.

    Shadow colorThis will allow the ground shadow color to be set to any color.

    Flatten ground

  • This will flatten the ground of the environment dome. It is onlynoticeable when the 'lighting environment' is set in thebackground option listed above.

    Ground sizeThis will increase or decrease the size of the ground plane thatshadows and reflections are cast on. The best approach is toreduce the ground size as much as possible without clippingshadows or reflections. For more information on the ground planesee the section that covers ground shadows and reflections.

  • Camera

    User interface > Project window > Camera

    Camera menuThis drop down menu will show all cameras available in thescene. If a camera is selected in the drop down, the realtimeview will switch to looking through that camera. Cameras can besaved or deleted from the menu by clicking the plus or minusbuttons.

    Unlocked/locked buttonsThis will lock and unlock the currently selected camera. If thecamera is locked all parameters will be greyed out and cannot bechanged.

    Edit modeThis mode is used for editing the current camera that is selectedfrom the dropdown.

    View orientationThis has preset view for front, back, left, right, top and bottom.Selecting any of these will move the currently selected camera tothat position.

    DistanceDistance will dolly the camera in and out. When the value is 0,the camera will be at the exact center of the world. The larger thenumber, the further away from the center the camera will be.

    AzimuthThis will control the orbit of the camera. The slider range goesfrom -180 degrees to 180 degrees allowing cameras to orbit 360degrees around their look at point.

    InclinationThis will control the vertical inclination of the camera or"elevation". The slider range goes from -89.990 degrees to89.990 degrees, allowing cameras to look directly down ordirectly underneath objects.

    TwistThis will twist the camera which will tilt the horizon line and allowthe creation of "dutch angles".

    Perspective and orthographicThis will switch the currently selected camera to haveperspective or to be viewed in orthographic mode. Orthographicmode will show the 3D model with no perspective.

    PerspectiveThis will keep the model framing in the realtime view whileincreasing the perspective effect

    Focal lengthThis will allow different focal lengths to be set the same way they

  • Settings

    User interface > Project window > Settings

    ResolutionSetting the resolution will change the size of the realtime view.When 'Lock aspect' is checked the height to width proportions willremain the same when the realtime view is resized freely or whena value for width or height is typed in manually. "Lock Resolution"to what is specified in the Width and Height value boxes.

    BrightnessThis will control the brightness on the rendered image in therealtime view. It is applied as a post process (similar to adjustingbrightness on an image in Photoshop) so the image does nothave to be recalculated when adjusted as it does whenenvironment brightness is changed.

    GammaThis is a setting that compensates the way colors are displayedfor optimal color range for human vision. It can be thought of asa form of contrast. Lower values will increase contrast and highervalues will decrease contrast. It is recommended for realisticrenders to leave this value at the default. It is a very sensitiveslider and can cause unrealistic results if adjusted too much ineither direction.

    QualityThis will automatically increase or decrease quality settings toimprove performance for working in the realtime view.

    Ray bouncesThis will increase or decrease the amount of times a ray of lightis bounced around a scene. It is very important for calculatingreflective and refractive materials. For more information on raybounces see the section that covers ray bounces in realtimesettings.

    Shadow qualityThis will increase the number of sub divisions in the groundplane. That will give the ground shadow more resolution

    Self shadowsThis will controls the casting of shadows from an object.

    Global illuminationGlobal illumination allows indirect light bouncing between 3Dgeometry and allows other geometry to be illuminated whenunder transparent materials.

    Ground illuminationGround illumination allows indirect light bouncing from 3Dgeometry onto the ground.

  • BloomBloom will add glow around emissive materials and add an overall softeningto the image. The bloom intensity controls the intensity of the bloom effectand the radius controls how far the bloom extends out from edges.

    Vignetting

    Focused CausticsThis will concentrate the light being shined through an object. Acommon example of a caustics is when light shines through adrinking glass, and produces the curved region of bright light.

    Vignetting will add a vignette around the image to help bring the viewer'sfocus on the 3D model.

  • Render options

    User interface > Render options

    Contents

    OutputModesQualityQueue

  • Output

    User interface > Render options > Output

    Rendering and outputThe render menu output tab is where you control the resolution and format settings for the image or animation output. For more information onimage and animation output see the rendering section.

  • Render modes

    User interface > Render options > Render modes

    Render modesChoose still image, animation, or KeyShotVR rendering mode in the output tab of the render menu. For more information on image and animationoutput see the rendering section For more information on KeyShotVR refer to the KeyShotVR section.

  • Quality

    User interface > Render options > Quality

    Render QualityYou can choose from three render quality methods in the quality tab. For more information on image and animation output see the renderingsection.

  • Queue (Pro only)

    User interface > Render options > Queue

    QueueThe queue is used to batch process your image and animation renderings. For more information on image and animation output see therendering section.

  • Importing and working with data

    Importing and working with data >

    Contents

    Supported typesImportingModel unitsNavigating your sceneHiding/showing partsRegrouping partsScene treeMulti-selectionDuplicating modelsMoving modelsMoving partsLive Linking

  • Supported file types

    Importing and working with data > Supported file types

    ALIAS 2013 and prior(needs to be installed)AutoCAD(DWG/DXF)CATIA v5Creo 2 and priorInventor 2013 and priorMaya 2013 and prior(needs to be licensed)NX 8 and priorPro/ENGINEER Wildfire 2 -5Rhinoceros 5 and priorSketchUp 8 and priorSolid Edge ST5 and priorSolidWorks 2013 and priorIGESJTSTEP AP203/214OBJParasolidFBX3DSCollada

  • Importing models

    Importing and working with data > Importing

    ImportingSupported file types can be imported into the KeyShot interface by pressing the import button from the main toolbar.

    Import

    Files can also be imported by dragging and dropping them into the interface, or by selecting 'File -> Import' from the top menu. When a file isdesignated for import, the import dialogue will be displayed on the screen.

    Import dialog

    Center geometryWhen checked, 'Center Geometry' will import the model and place it in the very center of the environment. Any original 3d coordinates for themodel are removed when center geometry is selected. If this option is not selected, the model will be placed in the same position in 3D space thatit was originally created.

    Snap to groundWhen checked, 'Snap to Ground' will import the model and position it directly on the ground plane. This will also remove any original 3dcoordinate information.

  • OrientationNot all modeling applications define the up axis in the same manner. Depending on your application, you may need to set a different orientationother than the default "Y Up" setting. If your model is coming in on its side, try setting a different orientation.

    Keep individual partsWhen checked, KeyShot will attempt to separate all individually created pieces of geometry into different material groups. This can help break themodel into more separate material groups.

    Adjust Camera to look at geometryWhen checked, upon import the camera will center fit to the imported geometry in the scene.

    Adjust Environment to fit geometryWhen checked KeyShot will perform the calculation to fit the environment porportional to the geometry imported into the scene.

    Second importThe import dialogue parameters change slightly when a model is already loaded in a scene.

  • Add to sceneWhen checked, this will add your model to the existing scene.

    New GeometryWhen checked, this will replace the geometry with the new imported geometry

    Update GeometryWith this checked the newly added geometry will update the existing geometry, if part names match. Replacing the old geometry.

    Retain materialsThis feature is useful if you have already assigned materials to your model, but decide to make a change to your geometry. When you re-importyour updated model, any assigned materials will be automatically reassigned on parts that have kept their original name.

    Size - AutomaticThis will automatically scale the imported model to the scene.

    Size - From previous importThis feature is useful if you have already assigned materials to your model, but decide to make a change to your geometry. When you re-importyour updated model, any assigned materials will be automatically reassigned on parts that have kept their original name.

  • Model Units

    Importing and working with data > Model units

    Model Units

    The scale of models, the distance between models, the intensity of local lights, and the mapping scale of textured materials are all relative to theunit of measure: millimeters, centimeters, meters, inches, feet, etc. In KeyShot, these units of measure are introduced as the model units of thescene. Model units are listed under the scene information window.

    Set units upon import: With every new scene, the first import will define the model units for the scene. Selecting an "Automatic" size upon importwill apply the system default unit: None. When "Keep Original" size is enabled the magnitude and unit of the model, as established in themodeling software, is read and applied to the scene. Any subsequent imports will be scaled in relation to the set model units as long as "KeepOriginal" size is enabled.

    Changing the Model Units: To change the model units, go to Edit > Set Model Units and make your selection. Note that changing the model unitswill NOT re-size the models in the scene. Instead, changing the model units via the Edit menu affect the scale of the environment, ground planeand in turn affect the physical lights and the mapping scale of certain textured materials.

  • Navigating your scene

    Importing and working with data > Navigating your scene

    Orbiting your cameraTo orbit your camera, press and hold the left mouse button while moving the mouse

    Panning your cameraTo pan your camera press and hold the middle mouse button while moving your mouse

    Dollying your camera in and outTo dolly your camera press the alt key (windows) or the option key (mac) plus the right mouse button while moving the mouse.

  • Hiding/showing parts

    Importing and working with data > Hiding/showing parts

    Hiding partsIn some cases materials may need to be assigned to parts that are enclosed in other pieces of geometry. To hide parts, right click on the partand select 'hide part'. A single part of a model can be shown by right clicking on a part and selecting 'show only this part'. Parts can also behidden using the scene tree.

    Showing partsTo display a hidden part right click in the interface and select 'undo hide part'. To bring back all previously hidden parts select 'show all parts'.Parts can also be shown using the scene tree.

  • Regrouping parts

    Importing and working with data > Regrouping parts

    Regrouping gives you the ability to organize the scene tree. Adding a group is done by right-clicking on the top level and selecting "Add to group"or "Add sub-group". Parts and subassemblies can be drag and dropped to new groups in the scene tree.

    *Note* Reordering parts and subassemblies will break live-linking and update geometery.

  • Scene tree

    Importing and working with data > Scene tree

    The scene tree displays models and their hierarchies along with any cameras that exist in a scene. Animations are also represented in the scenetree in versions of the software that include the animation add on. Models and parts can be hidden and shown using the check box next to thename. The check box displayed next to animations can be used to disable and re-enable animations that are applied.

    Collapsing the scene tree heirarchy can be very useful if your model has a lot of parts. This can be achieved by right-clicking the section youwould like to collapse and select "collapse". The full heirarchy is able to be collapsed also, by selecting "collapse all".

  • Multi-Selection

    Importing and working with data > Multi-Selection

    Multi-select multiple objects in the realtime window using box-selection. Hold down SHIFT + left mouse button to activate box-selection. Objectswill only be highlighted when the scene tab is open, Object Highlight is enabled in Preferences by default.

    Multi-selecting can also be achieve by holding SHIFT and selecting the models/parts in the scene tab.

  • Duplicating models

    Importing and working with data > Duplicating models

    Models and parts can be duplicated by right clicking on them in the scene tree and selecting 'duplicate'. This action duplicates the model alongwith any assigned materials and animations.

  • Moving models

    Importing and working with data > Moving models

    Models can be moved by right clicking on the model and selecting move object. This will pull up the move manipulator which can be switchedbetween three different modes:

    TranslateRotateScale

    This will allow you to quickly, move, rotate and scale models. You can also snap the model to the ground. Click done to save the movement orcancel to reset the movements.

  • Moving parts

    Importing and working with data > Moving parts

    Parts can be moved by right clicking on the model and selecting move part. This will pull up the move manipulator which can be switchedbetween three different modes:

    TranslateRotateScale

    This will allow you to quickly, move, rotate and scale parts. You can also snap the model to the ground. Click done to save the movement orcancel to reset the movements.

  • Live linking

    Importing and working with data > Live Linking

    Live linking for Creo, Solidworks & RhinoLive linking allows seamless model updates between the modeling software and KeyShot, without having to reassign materials or update settings.You will need to download the live linking plugin from our website

    Live linking will need to be enabled under the File < "Live linking".

    Transfer your design from Creo, SolidWorks, or Rhino to KeyShot. Assign materials and animations. Continue modeling, and using the plugin click"Update". This will push any newly modified parts to KeyShot replacing the old, maintaining all materials and animations.

  • Working with materials

    Working with materials >

    Contents

    Accessing the libraryAssigning materialsUsing the in project libraryCopy and paste materialsEditing materialsColor dialogSaving materialsMaterial Templates

  • Accessing the library

    Working with materials > Accessing the library

    Accessing the libraryThe library can be accessed by clicking the library button in the main toolbar or hot key 'M'. That will pull up the library window shownabove. From there, any materials, colors, environments, backplates and textures available in KeyShot resources will be loaded. Inaddition, any renderings that were saved to the folder designated for renderings in KeyShot resources will be displayed in therenderings tab.

  • Assigning materials

    Working with materials > Assigning materials

    Assigning materialsMaterials can be assigned to models by dragging and dropping from the library onto a part in the realtime window. This will show a preview ofwhat parts that material will be assigned to. The material will not be assigned until the user lets go of the left mouse button.

    Once the material has been loaded from the library, a copy will be placed into the in project library. Any additional materials assigned to themodel will also be added to the in project library. If the same material already exists in the in project library, a copy will be created and a numberwill be appended to that material.

    In some cases a user may want to have one material assigned to multiple parts, be able to make changes to that material, and have it affect allparts. To do this, the same material should be assigned from the in project library to those multiple parts. Since that is the same material from thein project library, any edits made to that material will affect all parts that it is assigned to. Another method of accomplishing this is by copying andpasting the material from one part to another.

  • In project library

    Working with materials > In project library

    In project libraryThe in project library is found in the lower half scene tab and material tab. When a material is pulled from the material library and assigned to amodel, a copy of that material is placed in the "in project library". All materials will be represented in the form of material ball thumbnails.

    This window will show all materials that are active within a scene. If a material is no longer being used in the scene it will be automaticallyremoved from the in project library. For example, if a material is assigned to only 1 part, and a new material is assigned on that part, the previousmaterial will be removed from the in project library since it is no longer used in the scene. Materials in your scene can easily be updated bydragging and dropping a material from the KeyShot library onto a material in the in project library.

    The in project library shown in the scene tab

  • Copying and pasting materials

    Working with materials > Copying and pasting materials

    Copying and pasting materialsThere are two methods of copying and pasting materials. The most important concept to understand when copying and pasting is that when amaterial is copied from one part to another, any future edits to that material will affect both parts.

    The first method is by pressing "shift + left click" on a material assigned to a model. That will copy the material. Next, to paste the material, press"shift + right click" on another part. That will copy the same material from the in project library and paste it to another part. Now, any edits madeto that material will affect both parts.

    The second method is by dragging and dropping a material from the in project library onto a part that does not already have that materialassigned.

  • Editing materials

    Working with materials > Editing materials

    Editing materialsThere are multiple methods of navigating to the materialproperties to make changes, but all editing is done throughthe materials tab found in the project window.

    The first method of accessing the material properties is bydouble clicking a part on a model in the realtime view. Thatwill pull up the material properties for the material assigned tothat part.

    The second method of accessing material properties is bydouble clicking a material thumbnail in the in project library.

    The third method of accessing material properties is by rightclicking a part in the scene tree and selecting 'edit material'.

    The forth method of accessing material properties is byselecting the part in the scene tree. In the second paneselecting "Edit material".

    All material edits made will update interactively in the realtimeview. For more detailed information on material settings andtypes please see the section of the manual that coversmaterial types and their settings.

  • Color dialog

    Library > Color dialog

    Color dialogThe color dialog gives you the ability to test and view yourcolors, instead of just entering numerical values. Numericalvalues are supported, although. The dialog supports two differentviewing types. 2d rectangular which is shown in the screenshotto the left, and 2d triangular.

    The dialog supports the following color formats:

    RGBCMYKHSVGrayscaleCIE-L*abKelvin

    Swatch colors can be drag and dropped from the top color bar tothe bottom squares. This will set the color in the square. Swatchscan be overwritten by simply dragging and droping new colors onexistings ones.

    The eye dropper icon gives you the ability to select a color on thedisplay, and the color picker will update with the selected colorfrom the eye dropper.

  • Saving materials

    Working with materials > Saving materials

    Saving materialsThere are two methods of saving materials.

    The first method of saving is by right clicking a material on the modeland selecting "add material to library".

    The second method of saving is by clicking the "Save to library" shownin the material properties.

    Once a user has gone through either step, a dialogue will prompt themto designate which folder in library hierarchy they would like to save toas shown in the graphic on the right.

    Once the folder location has been selected, the new material will besaved to the library.

  • Material templates

    Working with materials > Material templates

    Material templatesMaterial templates automate the material application process. Materials from the KeyShot library are applied to parts based on the name of thepart's original materials.

    The material template menu is found within the "View" title bar.

    Create/delete templates

    Create a template by clicking the button at the top of thematerial template menu and select "Add new template".

    Two methods can be used in creating a material template:"Automatic" and "Manual".

    Automatic-If a model is in KeyShot when creating a newtemplate, the source and material names are automaticallypopulated based on the material applications in the currentscene.

    Manual-An empty template is created and the user can addtemplate items manually.

    Each new template is added to the template drop down list.

    Template itemsA template item consists of a source name and materialname.

    Use the " + " button to create a new item.

    Click an item to select the item from list and edit the sourceand destination name. You may also change the source type.

    Use the right-click to delete a selected item.

    Source TypeThe source type can be "Part" or "Material". The part typeconsiders the part names in the scene. The material typeconsiders the material names in the scene.

    Source nameDepending on the source type, the source name is the nameof the part or the name given to the default material applied toparts of your models. The naming of your default materials iscontrolled in the modeling software.

    Destination nameThe destination name is the name of the material from theKeyShot library that is to be applied to all parts that match thesource name.

    When editing the destination name, you can type the name ordrag and drop a material from the library into the templatesmenu.

  • Applying templates

    Applying templates can be done through the materialtemplates dialog or the import dialog.

    Material template dialog:

    Templates can be applied using the dropdown to select yourtemplate. This will give you two options: "To scene" or "Toselection".

    To scene - will apply the current template to the entire model.

    To selection - will apply the current template to the selectedmodel or part.

    Import dialog:

    Click the "Show Settings" button to reveal the "use materialtemplate" checkbox. Enable this setting and select the desiredtemplate from the list. Click "Import" to complete the import.

    Wild-card assignment

    The wild card refers to the source name assigning to a certaindestination. This can be activated by inserting an astrics (*) tothe source name (e.g. *Inner*) this will apply the material inthe destination to all the parts containing "inner", uponapplying the material template.

  • Texturing overview

    Texturing

    Contents

    OverviewTexture mappingColor mapsSpecular mapsBump mapsOpacity mapsBlend with color

  • Texturing overview

    Texturing > Overview

    Texturing overviewTexturing allows images to be mapped to materials to create the detailed effects such as wood grain, meshes, tile and fine imperfections such asbrushed metals. Textures are applied in the material properties under the texture tab. The image below shows an example of the type of effectsthat can be created using textures. Textures can be easily drag and dropped from a mapping type to another.(e.g. bump -> specular) Simple holdCtrl(Windows) or Command(OS X) and drag the texture.

  • Texture mapping

    Texturing > Texture mapping

    Texturing mapping overviewTexture mapping is a way to take 2D images and place them onto 3D objects. This is a common problem that all 3D applications must address insome way. KeyShot must know how to take a 2D image and place it onto a 3D object. For example, does it place it from the top? On the bottom?From the side? The examples below cover the methods KeyShot has for addressing texture mapping.

    Planar X Planar YThis will project a texture on the X axis only. Surfaces of 3D models thatare not oriented on the X axis will show stretching in the texture like inthe image below.

    This will project a texture on the Y axis only. Surfaces of 3D models thatare not oriented on the Y axis will show stretching in the texture like inthe image below.

    Planar Z Box mapThis will project a texture on the Z axis only. Surfaces of 3D models thatare not oriented on the Z axis will show stretching in the texture like inthe image below.

    This will project a texture from six sides of a cube in towards a 3Dmodel. A texture will be projected from a side of the cube until stretchingoccurs, then the next best projection side will take over. Box mapping isa quick and easy solution that will work in most cases because there willbe minimal stretching of textures.

    Spherical CylindricalThis will project a texture inwards from a sphere. The texture willresemble the original image the most at the equator. The texture will startto converge as it reaches the poles of the sphere. As with box mapping,stretching is less of an issue when working on multi sided objects than itis with any of the planar mapping modes.

    The example below illustrates how a 2D texture is projected on a 3Dmodel when the mapping mode is set to "Cylindrical mapping". Thetexture will project the best on surfaces that are facing the inside of thecylinder. The texture on surfaces that do not face the innner walls of thesphere will stretch inwards.

  • UV CoordinatesThis is a completely different method of applying 2D textures to 3Dmodels, in that it is an entirely custom mode. It is more time consumingand is much more widely used in the entertainment field as opposed tothe design/engineering world.

    Interactive mapping toolIn addition to the automatic mapping modes shown above, KeyShot has an interactive mapping tool that will allow, scaling, translating andorienting any of the automatic mapping types interactively.

  • Interactive mapping tool

    Texturing > Interactive mapping tool

    Interactive mapping toolThe interactive mapping tool is used to fine tune the position of textures as they are mapped to your model. The tool is accessed from the texturemapping tab within the material editing menu, and is available when in box, spherical and cylindrical mapping modes. The mapping tool is alsoavailable for mapping labels in box, spherical and cylindrical mode.

    TranslateUse translate mode to move the texture mapping position on the XYZaxes. To translate the mapping click on any of the three axis arrows.You can also click on the center yellow circle to move the texturemapping freely in the X and Z directions at the same time. This gives theeffect of sliding the mapping around on a flat plane.

    The red, green and blue arrows correspond to the X, Y, and Z axesrespectively.

    RotateUse rotate mode to rotate and align the texture mapping to your model.Hold shift to constrain the rotation to 15 degree increments.

    Scale

  • Use scale to change the size of the texture mapping. Click on red, green,or blue boxes to scale the texture on only one axis. Or, click on thecenter yellow box to scale the texture uniformly.

    AngleThe Angle slider will control the textures mapping angle. The slidersupports both negative and positive values.

    PositionUse position to establish exactly where you want the center of yourtexture image to project. Once in position mode you can simply click onthe surface of the model to change the where your texture is projecting.

    In the header image on this page the position mode was used to placethe logo in the front facing position on the part. This was done after usingthe translate mode to move the mapping tool to the center of the partand the rotate mode to align the mapping cylinder with the angle of thepart.

    Cancel or confirm changesAfter adjusting the texture mapping with the mapping tool, click the greencheck mark to confirm the changes and close the mapping tool.

    Click the red X to cancel the changes and close the mapping tool.

    Scale

  • Color maps

    Texturing > Color maps

    Color mapsColor maps use photographs to replace the basic solid diffuse color. This is used to recreate realistic digital materials based on photographs ofreal world materials Any common image format can be mapped to material types that have the color map available. The example below shows awood texture mapped to the color texture on the advanced material. This creates a digital version of the real world wood.

    Texture

  • Specular maps

    Texturing > Specular maps

    Specular mapsSpecular maps can use black and white values to indicate areas that have varying levels of specular intensites. Black will indicate areas of 0%specular reflectivity, whereas white will indicate areas of 100% specular reflectivity. Notice on the material below that the metal portions arereflective and emitting specular reflections, whereas the rust area does not. The rust area has black mapped to it, whereas the metal area haswhite. See the texture below for reference.

    Texture

  • Bump maps

    Texturing > Bump maps

    Bump mapsBump maps are used to create fine details in materials that would be unrealistic to include in the model, like the hammered chrome and brushednickel below. There are two different methods of creating bump maps. The first and easiest way is by applying a black and white image. Thesecond way is by applying a normal map. See below for more information.

    Black and white values Normal mapsThe image below was used to create the brushed nickel shown above.The black values are interpreted is lower and the white values areinterpreted as raised.

    The image below is an example of a normal map and was used tocreate the hammered chrome above.. Normal maps contain more colorsthan the standard black and white bump maps. These additional colorsrepresent different levels of distortion on X, Y and Z coordinates. Thiscan create more complex bump effects than a black and white bumpmap which has only 2 dimensions. However, most bump effects canand will look very realistic without the need for normal maps.

  • Opacity maps

    Texturing > Opacity maps

    Opacity mapsOpacity maps can use black and white values or alpha channels to make areas of a material transparent. This is useful for creating materials likethe mesh material shown below without actually modeling the holes.

    Opacity modeThe opacity mode can be set to 3 different methods:

    Alpha - this will use any alpha channel that is embedded inthe image to create the transparency. If no alpha channel ispresent, no transparency will be shown.

    Color - this will interpret black areas as completely transparentand white areas as completely opaque. 50% grey will be 50%transparent. This method is available to avoid the need foralpha channels.

    Inverse color - inverse color is the opposite of of color. Whitewill be completely transparent, black will be completelyopaque and 50% grey will be 50% transparent.

  • Procedural

    User interface > Procedural

    Contents

    OverviewGraniteLeatherMarbleNoise(Texture)Noise(Fractal)Wood

  • Overview

    Texturing > Procedural > Overview

    Overview:

    Procedural textures are customizable textures that allow you to control the grain and color of the texture in realtime. In comparison to traditionaltexture mapping, procedural textures wrap around your model without leaving seams or stretching, regardless of the model's shape.

    KeyShot 4 comes with six commonly used procedural texture types: Granite, Leather, Marble, Noise (Texture), Noise (Fractal), and Wood. You canselect your texture type via the Texture Type pull down found inside the texture mapping tab within the material editing menu.

  • Granite

    Texturing > Procedural > Granite

    The granite procedural texture allows you to simulate the granite on acountertop, tile, or stone.

    Color - This is the overall color of your granite texture

    Scale - This controls the scale of the grain in the granite.

  • Leather

    Texturing > Procedural > Leather

    The leather procedural texture allows you to easily replicate a leather texturedmaterial. Using both the color procedural and bump you will have full control overthe scale and bump height of the material.

    Color1 - This is the color of the high points (bumps) in leather.

    Color2 - This is the color of the low points in leather

    Scale -This controls the scale of the leather grain.

  • Marble

    Texturing > Procedural > Marble

    The marble procedural texture allows you to simulate the marble material ona countertop, tile, or stone.

    Color 1: This is the overall color of your granite texture.

    Color 2: This is the color of the veins in granite.

    Vein Thickness: This allows you to adjust the thickness of theveins in granite.

    Vein Noise: This adds random fluctuations in the granite veins.

    Vein Noise Scale: This adds fluctuations to the overall directionof the granite veins.

    Scale: This controls the scale of the veins in granite.

  • Noise(Texture)

    Texturing > Procedural > Noise(Texture)

    The noise (texture) procedural texture is very similar to the stock noisetexture in the textures library and it allows you to simulate ripples in glassand liquid materials when used as bump.

    Color1 and 2: The noise procedural has light and dark colors thatyou can modify using these two settings.

    Scale: This controls the scale of the noise.

    Magnitude: This increases the intensity of color 2 and contrastbetween the two colors.

  • Noise(Fractal)

    Texturing > Procedural > Noise(Fractal)

    The noise (fractal) procedural texture also allows you to simulate ripples andbumps in your material.

    Color1 and 2: The noise procedural has light and dark colors thatyou can modify using these two settings.

    Levels: This adds more detail to the fractal noise.

    Fall-off: This controls the color balance. Low values accentuateColor 2, and high values accentuate Color 1.

    Scale: This controls the scale of the fractal noise.

  • Wood

    Texturing > Procedural > Overview

    The wood procedural texture allows to customize the look of your woodmaterials. Most often you will want to start out with the plastic material typeand change the specular color to white.

    Ring Width: This adjusts the thickness of the wood ring.

    Ring Noise: This adds random fluctuations in each ring.

    Axial Noise: This adds fluctuations or waviness of the overalldirection of the grain.

    Color Noise: This creates random thicks and thins to give a moreorganic look to the wood ring.

    Scale: Increase size of the grain. For best results keep a smallscale.

    .

  • Labeling

    Labeling >

    Contents

    Overview

  • Overview

    Labeling >Overview

    LabelsLabels are designed for easy placement of logos, stickers or images that need to be placed freely onto a 3D model. Labels are added throughthe labels tab in a material's properties.

    Any common image format will be supported such as .jpg, tiff, tga, .png, .exr and .hdr. An unlimited number of labels can be added to a materialand each label can have it's own mapping type. If an image has an alpha channel embedded, it will be retained and areas of transparency willnot show. The image below uses a PNG with transparency so that the square border of the image does not show.

    Adding labelsLabels are added by either clicking the or the or by doubleclicking the "load texture" icon next to the labels list. Once added, thelabel name will be displayed in the list. If a label has been updated

    outside of KeyShot, it can be refreshed by clicking the

    Deleting labelsLabels can be deleted by selecting the label in the list and clicking the

    Duplicating labelsLabels can be duplicated by selecting the label in the list and clicking the

  • LayeringLabels will be layered as they are added. The label at the top of the listwill be the top label in the layers. A label can be shifted up in the layers

    by pressing . A label can be shifted down by pressing .

    Mapping, positioning, scaling and rotatingLabels can be mapped using the same mapping types as other texturesbut labels have a mapping type that textures do not. This mapping typeis Normal Projection. This allows labels to be projected on surfacesinteractively - even across curved surfaces. Normal projection is thedefault method that will be set when a label is added.

    To position the label, click the mapping tool button and then click on themodel to move the label. When the label is in the desired position,confirm the placement by clicking the 'done' button in the bottom of therealtime window. That will deactivate the interactive postioning.

    To scale the label, move the scale slider. This will adjust the size of thelabel and maintain height to width proportions. To scale the labelvertically or horizontally, expand the scale parameter to scaleindependently on the X or Y axis.

    To rotate the label, use the angle slider which will rotate the label indegrees.

    Labels can also be flipped vertically, horizontally and repeated bychecking any of those options.

    IntensityIntensity can be thought of as a brightness adjustment. If the overalllighting of a scene is good, but a label appears too bright or dark thenthe intensity slider can be used to adjust this.

    DepthThis will control how far a label is projected through a material. Click theimage below to see an example.

  • Two sidedThe two sided parameter will control whether or not a label is visiblefrom the back. Click the thumbnail below to see an example.

    SpecularThe specular parameter will allow specular reflections to be calculated on the label. Click below for an example and more information.

    Refraction Indexindex of refraction. Although this property is most commonly associated with transparency, it can be used on labels to increase the level of reflectivity. It will only affect the label if the label specular color has a value other than black.

    DepthThis will control how far a label is projected through a material. Click the image below to see an example.

  • Adjusting lighting

    Adjusting lighting >

    Contents

    OverviewChanging environment lightingAdjusting brightnessControlling lighting direction and reflectionsBackground colorGround shadows and reflectionsPhysical lights

  • Adjusting lighting overview

    Adjusting lighting > Overview

    OverviewThe main source of lighting in KeyShot is through environment images. These are 32 bit images designed to map to the inside of a sphere.When the KeyShot camera is inside this sphere, it can be pointed in any direction to see a fully enclosed environment. This method makes thecreation of photo realistic lighting as simple as dragging and dropping a thumbnail into the realtime view.

    KeyShot ships with several different environment types broken into categories. Some are real world photo environments and others are studioenvironments. The photo environments are usually best suited for automotive or entertainment, wherease the studios are usually best suited forproduct and engineering. However, either one will produce unique and realistic results regardless of what is being rendered.

    The above image is a view where the camera has been pulled back to show a 3D model enclosed in an environment. The environment ismapped to the inside of the envrionment sphere

  • Changing environments

    Adjusting lighting > Changing environments

    Changing environmentsAll lighting is determined by the currently loaded environment. To change an environment, simply drag and drop one from the environment libraryinto the realtime view as shown below. When the left mouse button is released the new environment lighting will be loaded and the lighting of themodel will be updated.

  • Adjusting brightness

    Adjusting lighting > Adjusting brightness and contrast

    Adjusting brightnessThere are multiple methods of adjusting the brightness of thelighting within a scene. Regardless of the method, all changeswill be shown instantly in the realtime view.

    The first method is by using the arrow keys on the keyboard.Up and Down arrows will increase or decrease theenvironment brightness in large increments. The Left andRight arrows will increase or decrease the brightness insmaller increments.

    The second method adjusting brightness is by using thebrightness slider shown to the right in the environment tab ofthe project window.

    Adjusting contrastThe contrast of the environment lighting can be adjusted byusing the contrast slider shown in the left. This will change thecontrast between light and dark areas in the environmentlighting. Less contrast will soften shadows and more contrastwill sharpen them.

    Adjusting this value too much can have a negative effect onthe realism of the rendered image. It is recommended to leavethis at the default value for that reason.

  • Controlling lighting direction and reflections

    Adjusting lighting > Controlling lighting direction and reflections

    Controlling lighting directions and reflectionsAlthough the environment lighting that ships with KeyShot is preset, there are quite a few adjustments that can be made to change the look.

    The first and easiest method is by pressing "control + left click + drag left or right" in the realtime view. This will rotate the environment andchange the value of the rotation property found in the environment tab in the project window. The two images below show the same camera viewwith the same materials and environment. The only difference is the environment rotation. KeyShot can determine the brightest light sources inan environment and will calculate shadows accordingly.

    The next method of controlling lighting and reflections is by adjusting the height slider found in environment tab in the project window. This willshift the environment sphere up and down and will also change how lighting and reflections affect the model.

    Another method of controlling the lighting is by adjusting the size of the environment sphere by adjusting the size slider found in environment tabin the project window.

  • Background color

    Adjusting lighting > Background color

    Setting the background colorAny background color can be set by choosing the color option from the environment tab in the project window. When 'color' is selected, theenvironment will no longer be shown behind the model. This will have no effect on the lighting of the model and will only serve as a backdrop.However if there are any transparent materials in the scene, the background color will show through them.

    To change the background color, click on the box directly below the word 'color' as shown below. The box will only be visible when the coloroption is selected.

  • Ground shadows and reflections

    Adjusting lighting > Ground shadows and reflections

    Ground shadows and reflectionsGround shadows and reflections can be enabled under the environment tab in the project window as shown below.

    Ground plane

    Ground shadows and ground reflections are projected onto an invisible ground plane. The size of the ground plane can affect the quality ofshadows and whether or not shadows and/or reflections become clipped. The ground size can be adjusted by using the ground size slider in theenvironment tab in the project window. This setting should be set as small as possible without clipping the ground shadows or reflecions.

    A good way to understand the ground shadow is to compare it to digital images composed of individual pixels. When an image is scaled up andindividual pixels can be distinguished, the image loses clarity. When the image is scaled down, the pixels condense together and a clear image isproduced.

    The ground plane works in a similar manner. It is composed of grid squares that are shaded at different intensities to produce the groundshadow. If the ground plane is 128 by 128 squares and a model sits on top of only 8 squares, there is not very much resolution to work with anda shadow can appear blocky. By reducing the ground size, more squares are packed into a smaller area which will improve the ground resolutionand the look of the ground shadow. This is why lower ground size values are better.

  • In this example the ground size is large andthe cube sits on top of a small amount ofgrid squares. This makes the shadow appearblocky.

    In this example the ground size has beenreduced which condenses the grid squaresinto a smaller area. The shadow has moreresolution and is rendered higher quality.

    In this example the ground size has beenreduced too much and the shadow becomesclipped.

  • Physical Lights

    Adjusting lighting > Physical Lights

    Physical LightsLights are essentially working as materials that are being applied to parts and objects. Any geometry can be turned into a light source. You caneither import new geometry, or use existing geometry to turn into a light source. This gives you greater flexibility in your workflow by allowing youto easily control multiple identical light sources simultaneously, as well as doesnt require to duplicate efforts by being forced to import and placeadditional objects in the scene.

    Applying a lightApplying a light material is similiar to applying materials. Light materialswill be displayed in the material type drop down. Select the light sourcetype, and KeyShot will update the object to a light. Light sources can beeasily found in the scene tree represented by a light bulb.

    Point Light DiffuseWill change the geometery into a light source. The power can becontrolled by both Watts and Lumens.

    Point Light IES ProfileWhen switching the material to IES light you will need to load an IESprofile by clicking on the folder icon in the editor. As soon as you loadthe profile you will see the shape of the IES profile in the materialpreview. You will also see the shape in form of a mesh in the realtimewindow.

    Area Light Diffuse

  • When applying a type of area light, this will give you a wide range of lightdispersion. This will function simliarly to a flood light. Power can becontrolled in both Watts and Lumens.

    Moving lights

    Right-click the object/part that is assigned as a light and select "MoveModel". This will activate the move tool widget.

    You can also select the light source in the scene tab, in the second panselect the position tab. You can activate the move tool widget from their,or use the input boxes for a more precise positioning.

    Advanced

    The advanced properties modify the parameters of the light.

    Apply to front of geometery - this applies the light source to the front ofthe geometery.

    Apply to back of geometery - this applies the light source to the back ofthe geometery.

    Visible to camera - this will toggle the light source geometery itself frombeing shown to the camera.

    Visible in reflections - this will toggle the light source geometery frombeing seen in a reflection.

    Visible in shadows - this will toggle the light source geometery fromcasting a shadow in the scene.

  • Realtime settings

    Realtime settings >

    Contents

    OverviewSetting resolutionBrightness and gammaQuality modesRay bouncesShadow qualityDetailed shadowsGlobal illuminationGround illuminationGround gridEffects

  • Realtime settings overview

    Realtime settings > Overview

    OverviewThe realtime settings are found in the project window under the settings tab. The settings here will have the greatest effect on the performance ofrealtime rendering as well as the look of the rendering in the realtime view.

  • Setting resolution

    Realtime settings > Setting resolution

    ResolutionThe resolution for the realtime view is set in the project window under thesettings tab.

    Lock aspectWhen this option is checked the width to height ratio of the realtime view willbe maintained when values are typed in the resolution box, or when therealtime view is scaled by grabbing the edges of the window with the mouseand scaling up or down.

  • Brightness and gamma

    Realtime settings > Brightness and gamma

    BrightnessAdjusting the brightness in the realtime tab is a post process applied to theimage rendered in the realtime view. Since it is a post process the imagedoes not need to be recalculated when this value is adjusted, unless abackplate is loaded.

    GammaAdjusting this value applies a gamma correction to the rendered image as apost process. Again, since this is a post process the image does not needto be recalculated.

    Gamma correction is a method for displaying colors in the most efficientway for human vision. Without gamma correction colors can be displayed inranges that the human eye could not differentiate between.

    It can also be thought of as a form of contrast. Lower values will addaddtional contrast and higher values will decrease contrast.

    This is a sensitve setting and can cause unrealistic results very easily ifadjusted too much in either direction. For the most realistic renders, it isrecommended to leave this at the default value.

  • Quality modes

    Realtime settings > Quality modes

    Quality modesThese are present modes that can easily be toggled to show low settingswith high performance, to high quality with less performance but betterimage quality.

    Performance modePerformance mode can be entered by pressing "alt + p". This willautomatically lower the realtime render settings to achieve the fastestperformance. The upper right corner of the realtime view will show this icon

    to indicate performance mode is active. Once "alt + p" is pressedagain, performance mode will no longer be active and the realtime settingswill go back to the same values they were set to before performance modewas enabled.

  • Ray bounces

    Realtime settings > Ray bounces

    Ray bouncesRay bounces are a setting that allow a certain number of rays to be bounced around a scene. In the real world, light rays bounce infinitely, but inthe rendering world limits need to be set since everything needs to be calculated. Bounces occur when something is reflected or refracted. Forexample, when two mirrors are facing each other, light is bounced back and forth generating reflections. When light enters a diamond, the light isslowed down and refracted and reflected back and forth on the facets which creates the look of a diamond. Light will refract any time it passesthrough a transparent material.

    Because of the light bouncing that occurs with reflection and refraction, it is important to have enough bounces to render those types of materialscorrectly. Sound complicated? Fortunately KeyShot makes it easy. The bounces can be set in realtime and for every bounce that is added ortaken away, the realtime view will update and show you the result. If no visual improvement is noticed in the scene when adding a bounce, thatmeans no further bounces are necessary.

    The types of objects that will be important for ray bounces are headlight enclosures, diamonds and anything that is reflective or transparent.Those are the areas that should be focused on when determining how many bounces to use.

    ReflectionsThe scene shown below is 'ray_bounces.bip' and is available in the 'Scenes' folder for your reference. The examples show reflections rendered atdifferent bounces to help show the effect that different ray bounce numbers have. When more bounces are needed it will be apparent becauseareas will be black where light has stopped calculating.

    Here are two mirrors facing eachother Here is a view in between the mirrors with 1 bounce set.

  • 2 bounces 8 bounces

    32 bounces

    RefractionsThe examples show refractions rendered at different bounces to help show the effect that different ray bounce numbers have. When morebounces are needed it will be apparent because areas will be black where light has stopped calculating.

  • Here is a diamond rendered at 1 bounce 3 bounces

    6 bounces 11 bounces

    32 bounces

  • Shadow quality

    Realtime settings > Shadow quality

    Shadow qualityTo fully understand the shadow quality setting please see the section that talks about the ground plane. This setting will increase or decrease theamount of subdivisions in the ground plane and will produce a higher quality ground shadow, but it will take more processing power. If a groundshadow appears blocky, increasing this value can improve this but it is recommended to reduce the ground size as much as possible beforeresorting to shadow quality.

    Notice the blocky ground shadow in this example. Notice the sharper ground shadow in this example after increasing theshadow quality.

  • Detailed shadows

    Realtime settings > Detailed shadows

    Detailed shadowsDetailed shadows include any shadowing that is rendered in the realtime view. The option to turn this off is included to improve performancewhile setting up a scene.

    With detailed shadows turned off the self shadowing on the model andground shadows are not rendered.

    With detailed shadows turned on the self shadowing on the model andground shadows are rendered.

  • Global Illumination

    Realtime settings > Global illumination

    Global illuminationWhen this setting is off, there will not be any indirect light bouncing between 3D geometry. In addition, geometry that is under transparentmaterials will render dark since light is not allowed to bounce through the transparent material and illuminate the object underneath.

    This example shows a cube sitting on top of a plane with globalillumination off. There is no colored light bouncing between the

    two objects.

    This example shows a cube sitting on top of a plane with globalillumination on. The cube appears brighter because light bouncesof the white plane and illuminates the cube indirectly. Also, light

    from the red and green sides bleed down onto the plane.

    This example shows a cube sitting on top of a plane and under aglass dome with global illumination off. Notice the plane and cube

    render too dark.

    This example shows a cube sitting on top of a plane and under aglass dome with global illumination on. Notice the plane and cube

    are now properly illuminated.

  • Ground illumination

    Realtime settings > Ground illumination

    Ground illuminationThis is the same setting and function as detailed indirect illumination but it is specific to the ground plane.

    This example shows a cube sitting on top the ground plane withground illumination off. Notice there is no light bouncing onto the

    ground plane

    This example shows a cube sitting on top the ground plane withground illumination on. Notice there is now light bouncing onto

    the ground plane.

    This example shows a cube sitting on top the ground plane andunder a glass dome with ground indirect illumination off. Notice

    the ground plane renders too dark. The cube is illuminatedbecause detailed indirect illumination is on. This illustrates how

    ground illumination applies only to the ground plane.

    This example shows a cube sitting on top of the ground planeand under a glass dome with ground illumination on. Notice the

    ground plane is properly illuminated.

  • Ground grid

    Realtime settings > Ground grid

    Ground gridThe ground grid is an overlay in the realtime view that is meant to be used as a guide to help line up the perspective when placing models on topof backplates. When focal length is adjusted the perspective on the grid will change.

  • Effects

    Realtime settings > Effects

    BloomThe bloom feature will soften the entire image and help add glow to emissive materials. The intensity will increase the power of this effect. Theradius will control how far out the bloom will extend from the edges of objects. For a subtle effect, try setting a low intensity with a high radius. Ifthe slider range does not allow the desired value, a higher value can be manually typed in.

    VignettingThe vignetting effect will darken the edges of the rendered image to help bring the focus towards the center of the image.

    An emissive material rendered with bloom The KeyShot material ball rendered against a white background withvignetting.

  • Backplates

    Backplates

    Contents

    OverviewAdjust brightnessLock aspect ratio

  • Backplates

    Backplates >Overview

    BackplatesBackplates are images that can be placed behind a 3D model and used as a background image. This allows a model to be interactivelypositioned into a photo. The lighting is not affected when a backplate is used. If there are transparent materials on the model, the backplate will bevisible through them. KeyShot comes with matching HDRI and backplate sets. However, you can use any common image file format as abackplate.

  • Adjust brightness

    Backplates >Adjust brightness

    Adjust brightnessWhen adjust brightness is enabled in backplate settings in the environment tab, the backplate will be affected by the brightness and gammasetting in the realtime settings.

  • Adjust aspect ratio to backplate

    Backplates >Adjust as


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