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Materials / Re: How to Create Translucent Metallic Plastic
« Last post by MMatias on July 22, 2019, 06:41:10 pm »
Hi. Do you have any reference image of what you want to achieve?
I did this test quickly this morning, is it somewhere close of what you want? It could you some more love and tweaking on the plastic or metal according to your needs but it's basically a combination of all the methods you described.


Materials / Backlit Surface?
« Last post by NM-92 on July 22, 2019, 02:52:18 pm »
Hello forum. I'm going crazy trying to search for this material. I know i've seen a thread related but can't find it. Trying to achieve something like the photo uploaded. Any clues ? Thanks for your time.
You can't deform the smoke (VDB file) in Keyshot, what you can do is move, rotate and scale it. I used another file for the second image, but I had to tweak it in the properties of the material :)

Scripting / resetting object transforms
« Last post by jbeau on July 22, 2019, 12:27:13 pm »
How do I compare matrices and apply?
If I don't compare, I have success but I don't see any changes applied.

Code: [Select]
root = lux.getSceneTree()
for node in root.find("test"):
     noTrans = luxmath.Matrix.makeIdentity().val()
     #compare object matrix to default matrix
     if node.getTransform() != noTrans:
          #if object matrix is not default, apply default transforms
          print('transform set to default already:', node)

Is there a way to use the reset transform, similar to the button option in position?
I can't seem to split the result of getTransform() to return the matrix only for comparison.
Scripting / Re: dockable InputDialog?
« Last post by jbeau on July 22, 2019, 12:08:40 pm »
Hi Marco,

Thanks for the reply.
I'm working on a panel that I would like to have open every time Keyshot is launched and I want it docked in the same location.
Do you think using your method plus saving a workspace could work?

Yes, this is the worst part of the toon shader. Unless your final render is only 1200px or so, you've got some work to do.

If you define in pixels, you may never be able to preview the true size. So you have to preview at something like Exactly a quarter size, then multiply by 4 before rendering.
OR you can render at physical size, but then the size falls of in the distance. That looks pretty cool, but may not be what you intend.
Materials / Re: Shift reflection on surface (help!)
« Last post by andy.engelkemier on July 22, 2019, 10:49:16 am »
are you trying to create a "thick" clear coat?

One way to do it would be to duplicate the model. Then add a displacement to it to be sure the clear coat is offset. If the outside surface is important to match, just invert the idea and make the main material displace negative.

Warning: displace is Crazy slow in Keyshot. It will calculate on Every frame if that's an animation. If it's a still frame, adding a minute or two isn't a big deal. So if that test works out, then export it to a DCC (digital content creator) like blender, Rhino, etc., do the displacement or surface offset, then import it back in. Realistically, you don't need to calculate such complex displacement either. You just need to push All the vertexes out in the normal direction. Displace at the render level will create a TON of geometry at render time. This is why it calculates at every frame. Although, it Should probably keep a cache and reuse that. But that might be complicated for rendering on a network. That's how Vray does it though. GI, displacement, etc all have cache files that are accessed by every render node. So hopefully they decide to do that at Luxion as well.

I've done this in 3dsMax a few years back anyway, with great results. The clearcoat was my main surface. Then I used "push" (in max) on a duplicate to have a stainless steel material below the clear coat. This way it created a nice thick appearance of the clear coat. Regular "clear coate" in keyshot is more of a composite, and isn't suitable for closeups for "deep" materials.

But it's best to model that thickness in your DCC anyway.
Materials / Shift reflection on surface (help!)
« Last post by Vini.longo on July 22, 2019, 09:54:49 am »
Hi all!!

I don't know if this is possible on Keyshot, but i needed to do a shader that shift the reflection on the second surface (picture below).
Let me explain better:

There is a top coating, full gloss/reflection and the shader below is an metallic painting with a blur effect on the light's reflection, however the reflection on the under layer is shifted on the X axis.
I already tried to do it with an anisotropic material with an texture on the roughness X and Y but with no desired effect.

Sorry for not posting the full image, it's confidential.

Thanks all on advance!

General Support / Re: SolidWorks plugin question
« Last post by Eric Summers on July 22, 2019, 06:46:21 am »
Hi Marco,

Thanks for the insight. Maybe in a future version there will be support for deformable meshes. Or perhaps programs like SolidWorks and Creo will have support for .abc files.

Luckily this spring was just some practice and I don't actually need to get it working in KeyShot. And I now know the limitations of animations from SolidWorks so I can plan ahead.

Amazing Shots / Re: AstroBaby Bottle
« Last post by NM-92 on July 22, 2019, 06:10:01 am »
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