Keyshot pro 11.2.1, Blender 3.4, latest SimpleScifi/Flex pro add-on for Blender. So what could be the solution specifically for my "Simple Scifi/Flex (I use flex)"-problem and what would be the solution in general to keep material/textures for transfer to Keyshot? Or is there some "create an UV-Map from mesh, generate map from it and use it in UV/BOX mode later in Keyshot? Also FBX doesn't do a good job, because Keyshot "freezes" when it comes to load it in then. I also don't know any other workflow (like transferring it into another format at all or just "do some apply action"). BUT I cannot transfer materials/textures via the Bridge. Learn about the main advantages and features of similar alternatives in terms of functionality. After making the instances real there seems to be no Problem. 10 Best KeyShot Alternatives to Use in 2023 Check out our list of the best KeyShot alternatives to help you render any type of 3D model in minutes. After several days of reseach I decided to start with "Simple SciFi/Flex" (pro version) and got some decend results. I was looking for some "help" to make huge city scenes with low to medium detail. I came from CAD and use Keyshot, Zbrush, Adobe products and so on for years now. Or drag a part from the Scene Tree onto the list – this will create a rule with the name or source file from the part.Īdd a Material to the rule by dragging a material from the Material library/Material tab onto the rule in the template list.I'm quite new to Blender but not to 3D at all. Use the button next to the template to create a new rule and add a source. AMD Radeon ProRender is a powerful physically-based rendering engine that enables creative professionals to produce stunningly photorealistic images. You can at any time add rules to the template, no matter if it was created using the Manual or the Automatic method.Ī template rule consists of a Source (either part name or source material name) and New Material name. The Automatic approach will populate the template with rules for all KeyShot materials in the scene while the Manual approach requires you to pick the parts you want to set up rules for. (image naming: modelnameTexture0.jpg modelnameTexture1.jpg etc, fbx name: modelname.fbx) select the model from favorites -> all models. Holder* this will apply the material in the destination to all the parts containing “Holder” when the material template is applied.Įach new template is added to the template list, which can be accessed with any scene opened in KeyShot. This can be activated by inserting asterisks (*) to the source name – e.g. The wildcard refers to the practice of applying a material to several parts using the source name. When you use path tracing, the Double-Sided property (menu: Inspector > Surface Options > Double-Sided) allows transparent materials to accumulate correctly. You can find the original material name in the properties of the selected part below the Scene Tree. the name they had when the part was imported from the CAD file. If your models have been colored consistently, the source material may be the way to go.Note that the Material Template applies to the original material names of the parts – ie.
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