Recent Posts

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91
Materials / Re: Gradually turns from opaque to transparent
« Last post by Zvi on November 07, 2019, 10:43:34 pm »
Try this. It has a multi-material on it with two options. One with Eric's method (map the Diffuse and Specular Transmission channels with Color Gradient nodes) and the other with Marco's idea to use a label controlled by a gradient
Magnificent!
 How do I turn the gradient so that the white is up and the transparent down? I tried to change the angle and it didn't work.
92
Wish List / Out of Memory support/Core Re write/Substance Source
« Last post by menizzi on November 07, 2019, 10:01:14 pm »
*Gpu rendering needs out of memory support.
*Keyshot is a fantastic program do a core re write and bring it up to date with the times
*A proper Plug and Play for substance source files would be great.
*sun and sky

Yes I know all of this would have to be done over 3 or more years.
93
Materials / Re: Gradually turns from opaque to transparent
« Last post by TGS808 on November 07, 2019, 08:38:58 pm »
Try this. It has a multi-material on it with two options. One with Eric's method (map the Diffuse and Specular Transmission channels with Color Gradient nodes) and the other with Marco's idea to use a label controlled by a gradient
94
General discussion / Re: Keyshot 9
« Last post by Prof on November 07, 2019, 07:18:19 pm »
The two are different, output appearance wise. You must set up the shot for either one or the other to get the look and quality you want. The rendering output set up is different as well... the samples must be bumped up 3x - 4x on gpu, but it's still faster depending on the scene and your hardware.
95
Materials / Re: Gradually turns from opaque to transparent
« Last post by Zvi on November 07, 2019, 04:49:14 pm »
I tried, but  there was no gradient, as you can see in the attached image and ksp file.
96
Amazing Shots / KS9 RealCloth & Fuzz Trials
« Last post by LDMartin on November 07, 2019, 01:57:11 pm »
Evening guys,

Here's some images I've made using RealCloth and Fuzz in KS9. Having the option to add fuzz is killer! Even if it's just for a bit of around the edges, it adds so much realism to fabrics.

These are awesome tools but it can get quite demanding when you execute a lot of flyaways. I think the horsepower of a good GPU, combined with a good dash of VRAM for all those surfaces would be helpful - bring on Black Friday  :D

Liam
97
Materials and Textures / Re: MTL File Interpretation
« Last post by Søren on November 07, 2019, 11:08:36 am »
The shading model used in the original Wavefront Obj is the Phong shading model which is not used anywhere in KeyShot - we use more modern models. Therefore there will never be a match if you want to translate into KeyShot materials. Some of the properties in the mtl-files have no meaningful translation to KeyShot materials.

The following is a general guideline that is by no means accurate.
In general you will probably want to use the Advanced material or Plastic (Transparent) and do the following conversions:

Ns: is a measure of glossiness - the higher the value the lower roughness you should use.

The colors should be mapped from [0, 1] to [0, 255] in KeyShot with the sRGB profile in the link Eugen posted. I agree it would be nice with [0, 1] color input in KeyShot. I cannot see anything about gamma in the obj-description but you probably want to enter the conversion with "Use gamma corrected values for input" (which is on by default).

Ka should be mapped to the Ambient color on the Advanced material
Ks should be mapped to the Specular color
Kd should be mapped to the diffuse color
You could try mapping Tr to the specular transmission color - maybe that will work. Alternatively you need to use a uniformly colored opacity map with that color (e.g. use a color adjust node as input to opacity to get a uniformly colored texture).
I am not sure about the relationship between Tr and d - typically you have Tr + d = 1 as in you case so d is the 'color inverted' value of Tr.

Any item saying map_(something), that (something) refers to a UV mapped texture on the corresponding texture channel (map_Ka is an ambient color map, map_d is an inverted opacity map)

Hope this helps,
Søren
98
Scripting / Re: resetting object transforms
« Last post by Jérémy on November 07, 2019, 09:19:23 am »
I'm trying to reset object to his initial position without success...
I tested with setTransformation only and with Rotate then Translate but none of this works.

How can i code the reset button?

Code: [Select]
root = lux.getSceneTree()
for ch in root.find(name = "test_node"):
    # Get the transformation matrix of node
    matrice = ch.getTransform()

    # Get the scale vector, rotation and translation of matrix
    tup_vector = matrice.getTransformation()

    scale_vector = tup_vector[0].mul(-1).val()
    rotation_vector = tup_vector[1].mul(-1).val()
    transformation_vector = tup_vector[2].mul(-1).val()
                           
    #print(scale_vector)
    #print(rotation_vector)
    #print(transformation_vector)
                           
    Matrix = luxmath.Matrix().makeIdentity().setTransformation(scale_vector, rotation_vector, transformation_vector)
    ch.applyTransform(Matrix)
                       
    #Matrix = luxmath.Matrix().makeIdentity().rotate(rotation_vector)
    #ch.applyTransform(Matrix)
                           
    #Matrix = luxmath.Matrix().makeIdentity().translate(transformation_vector)
    #ch.applyTransform(Matrix)
99
General discussion / Re: GPU render (Cuda error: cudaErrorIllegalAddress)
« Last post by DriesV on November 07, 2019, 08:02:20 am »
Ray traced textures (Occlusion, Curvature and Contour) and the Toon material currently cause this error when using the newest NVIDIA drivers.

Dries
100
General discussion / Re: Keyshot 9
« Last post by figure1a on November 07, 2019, 07:59:40 am »
So... my preliminary findings... i9 9900k, Quadro P4000, ground and global illumination, 100 samples:

Image 1. cpu, no denoise: 4:49
Image 2. gpu, no denoise: 1:28
Image 3. gpu, denoise set to .5: 1:42
Image 4. cpu, denoise set to .5: 4:53

All the GPU renders look bad, right? Even the CPU render with no denoise looks better than the GPU with denoise.
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