![]() Once you have the data loaded into KeyShot, you can kick off another Import session and use the ‘update geometry’ option. While the other options don’t have this capability, it’s worth exploring the tools available to work around this. This establishes a link between the CAD data and the KeyShot session, allowing you to either push local updates, where specific parts have changed, or wholesale updates and have the system retain the material and texture set-up you’ve already worked on. This works with a specific set of data import options (currently, Creo, SolidWorks, Rhino and most recently, Solid Edge and Autodesk Fusion 360) where a plug-in is installed into the host CAD system and data ‘pushed’ to KeyShot. These include the ability to have the geometry centred in the environment, snapping the model to the ground plane, scaling as well as handling mismatches between orientation of different CAD systems’ co-ordinate systems (relating to which axis is considered in the ‘up’ direction).Īlso worth considering is LiveLinking introduced in the KeyShot 4 release. The import process provides a handful of options depending on what you want to do. Non-native or standards-based formats also have a good level of support, including the usual suspects of STEP, IGES, Parasolid and ACIS, as well as STL, Collada, FBX and several more. Both parts and assemblies are supported and you can import more than one set of geometry to build up your scene. These include Alias, Catia, Inventor, Maya, Creo, Pro/Engineer, Solid Edge, SolidWorks, Unigraphics/NX and AutoCAD. The import option allows you to bring in data from a variety of native CAD systems. Importįile import is something that KeyShot has nailed down either through third party data translators or direct integration of CAD vendor’s libraries. These follow the workflow required to set-up a model, so let’s follow them. The majority is devoted to the model viewing area.Īs experienced users will know, there’s a strip of icons along the bottom of the screen that bring up various panels or task specific dialogs. The user interface is clean, which is a rarity in standalone rendering systems. ![]() With that in mind, let’s step through how the system works (for the benefit of those that haven’t used the system) then look at what’s been added, changed and enhanced.Īs a lot of work has been done on how the user interface is laid out, let’s look at KeyShot from first principles. With KeyShot 5, the team behind the product has stepped back and given the user interface a refresh, added in a bunch of new tools to advance the state of the art - as you’d expect from a major release. It’s clean, it’s lean and it has found its way into many users’ toolkits. Developed by Luxion, it’s a progressive renderer, meaning you get the visuals streamed to your screen, rather than waiting for a full test render to finish. One of the leading exponents of the standalone crowd is KeyShot. All associated data transfers automatically, including materials, displaced geometries, procedural noise, PolyPaint or textures - and of course the new NanoMesh and ArrayMesh.Fig.1 KeyShot 5 sees an overhaul of the user interface to bring commonly used commands to the fore and open up the system’s various options and commands (HDRI environment and back-plate from ) The KeyShot to ZBrush Bridge changes your Best Preview Render (BPR) button to instead send your models to KeyShot with a single click. ![]() If you don’t already own KeyShot 5 or if its price is simply out of your reach, a “special edition” KeyShot for ZBrush is also available2. With the ZBrush to Keyshot Bridge1 you can seamlessly connect ZBrush with KeyShot 5 to produce hyper-realistic and high quality images. They allow you to stay within ZBrush for more of your workflow, doing things that were either impractical or even outright impossible to accomplish before now.īeyond its feature set, the core of ZBrush is being reworked and 4R7 will be the first version of ZBrush that is released with optional 64-bit support.3 This will allow you to fully harness your machine’s computing power, not only allowing for higher polygon counts but also making it possible for you the artist to create more art in less time! ![]() All of these features are useful throughout the creative process, from initial creation of your model to beautifying your artwork. Signature features in ZBrush 4R7 include: ArrayMesh, NanoMesh and ZModeler with QMesh. ![]()
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