I have positioned it just in front of the products, and slightly to the left. The disc should appear in your scene, and you can now switch to the other camera angles you set up to position the disc as shown. Physical lights can provide higher quality lighting and shadows, but take longer to render as opposed to HDRi lighting. We will use this to create a physical light. There are other settings in this tab well worth exploring once the render is fully setup. This creates the impression of a higher dynamic range, further reflecting a real camera. Go to the Image section of the Project Tab, and select the ‘photographic’ option. Now we are going to make a change that in general can make renders look a lot more realistic with just a tick of a box. Set the ‘Type’ to ‘Plastic’, the colour to a nice light grey, and the Roughness to 0.2. We can use the settings shown to provide a nice neutral light grey background. Right click on the backdrop and select edit material. We can now apply a material to the backdrop. Now click back on your main camera angle. Repeat the prior step, adding a new camera for each of these positions shown. Normally we would use Geometry View, located in the top ribbon, but if you are using a single screen or a small laptop, it can be easier to set up multiple cameras. We are going to need to view multiple angles of our scene to easily position lights. You can right click to rename this camera. Once the camera is how you like it, press the add camera button circled in orange. You can also add some Depth Of Field here, but as this is a studio image, we want all the products to be in focus. Generally somewhere between 50-100 works well for smaller products. One of the most important parameters here is ‘Perspective/Focal Length’. I have highlighted the settings I used, but this will be different for every project. Position the viewer to a composition you like. Keyshot normally scales it to suit your scene, but if you need to adjust its size of position, you can do so by clicking on the ramp in the Scene section of the Project Tab, and then clicking on the Ramp in the feature tree. You can click and drag this model into the render window, and it should appear in the scene. We can go to the Models section in the Library Tab on the left, and in the Backdrops Folder, there should be a Backdrop Ramp. Just using the default ‘floor’ in Keyshot doesn’t provide realistic enough reflections and shadows. The settings shown here will provide a great render, but may require it to process overnight on a slower computer. Generally, higher numbers will result in a better render, but it will also take longer. These affect the complexity of the rendering and processing Keyshot will do. Next we will set our light rendering settings. Remember this resolution is not the resolution of your output image, this will be set later. If your computer is really struggling, you can also lower the preview resolution here to something like 1024x768 for faster performance. Traditionally real cameras take photos in a 4:3 ratio, but for digital use 16:9 may be more applicable. Once you have finished texturing your model we can go onto setting up the render. More info on these can be found across Youtube. You can use the default materials in the Library tab, but for better results you want to go into the material graph and edit them with bump maps, roughness maps etc. We are using Keyshot 10.1, however all of the features and tools we will be using are exactly the same in Keyshot 9.įirst you want to import your models (File -> Import), and then texture them. When you first open Keyshot you should be greeted with the default environment. To zoom into the images use 'Cmd +' on Mac, and 'Ctrl +' on Windows. I will presume you have already textured your model, as it would be impossible to go over every material, and will instead be focusing on the lighting, environment and camera settings that can quickly improve your renderings. In place of a major project CAD model, I will be using some assets from my 3D library. Many students have noted their reasonable inexperience with Keyshot, so in this week's blog I am going to take you through the process of making an average render look stand-out, photo-real and ready for going straight in the Made In Brunel book. Major projects this year have been weird one and there have been lots of changes, but perhaps the most impactful is the removal of the physical artefact hand in, and the increased weighting on CAD models and renderings.
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