This will by default make a copy of all materials on the new model set. Just duplicate the model set or create a new model set from a selected part or assembly. There’s a quick and easy way to create clay renderings in your KeyShot file. This is done to show off the form of the 3D data without the distraction of materials, labels or textures. ClayĪ clay rendering is achieved by applying a non-reflective matte white material to a part or assembly.
This also can help reduce fireflies as opposed to using metal. Adjust the diffuse and specular values respectively to create the appearance you’re after. Increase the IoR to a value between 5 and 10 and you’ll see the plastic become hyper-reflective. Most plastics will be in the range of 1.3-1.6. All you need to do is increase the Index of Refraction. My solution is to use plastic materials instead. Being able to control both specular and diffuse reflections makes it easier to achieve this life-like appearance in non-mirror-like metals. The result is a dulling of the mirror-like finish. Often, they are anodized, textured, oxidized, dirty or some combination of all of these. Most metal products we interact with are not prely mirror-like. This means it’s mirror-like and fully-specular. Most beginners will struggle with this because KeyShot’s metal starts in a pure state. There are times when it’s difficult to achieve the right appearance of a metallic material. Now, when you change one of the isolated M&M’s to red, the 4 remaining linked M&M’s will change to red too. This will keep these 5 selected M&M’s linked to one another, all while unlinking them from the remaining 5 blue M&M’s. You can multi-select the 5 M&M’s and right-click on one of them and choose ‘Isolate Materials To Selection’. Now, say you wish to make 5 of the M&M’s red.
Let’s say you have 10 blue M&M’s and one material is linked across all 10 M&M’s. There’s not a great way to verbalize this without an example. Isolate materials to selection allows you to unlink the material of a group of parts whilst keeping the materials linked within the selection. This tool is handy when dealing with lots of parts. Get the Roadmap Isolate Materials to Selection To return it to its position, just change the negative value to a positive. After pressing enter, you should see the model become mirrored. Navigate to the Position sub-tab underneath the Scene Tree and add a negative (-) symbol in front of one of the scale figures. To perform a mirror operation, select an item from the scene tree. While not a common need, it’s something that KeyShot does with ease and it will even reflect textures as well. In the event that you’d like to mirror a part, or reflect it across an axis, you can do this in KeyShot as well.
Pressing enter on the keyboard will accept the changes and close the move tool. While not a massive time-saver, it does reduce clicking and offers a smoother experience. What few people know is that when nothing is selected, if you press ctrl+d, whatever part is under the cursor at the time will be selected. The esc key on the keyboard will exit the move tool and discard any changes. From there, a triad appears and you can drag, rotate or scale the object. With an object selected, pressing ctrl+d on the keyboard will invoke the move tool. However, reduce clicks and you’ll complete that juicy rendering even faster. Inevitably, you’ll need to move parts around in KeyShot. Expand the Rounded Edges accordion and increase the radius until you’re happy with the result. Then, below the Scene Tree, find the Properties sub-tab. To add rounded edges, simply select a part or model from the Scene Tree. Adding rounded edges is the easiest and quickest way to enhance the realism of a rendering. This is critical because an edge that doesn’t reflect light does not appear real. Without a transition between two surfaces, there is no surface area to reflect light. In order to reflect light, a surface must have area. In CGI, they all refer to the same thing. This might be called a fillet, chamfer, bevel, radius, round or something else. Even knives and needle tips are not perfectly sharp. In the physical world, sharp edges don’t exist. Rounded edges are an important part of realism.