In KeyShot, there are two ways to light your scene. HDRIs are the default method, but physical lights can be used as well. A combination of both HDRI and physical lighting works well too. To add a physical light, simply drag and drop a light material from the KeyShot Library to a piece of geometry i[...]
Material Templates are a powerful feature in KeyShot that automate the materials applied to your model in a KeyShot scene. Anyone working with large assemblies can save time using Material Templates to automatically apply materials to parts in a scene. Once a material template has been created, it c[...]
Sometimes, positioning labels can be tricky. In some scenarios, your geometry is simple, making it easy to apply a label and carry on. But what if you need to accurately position a label on a tire wall, or the rim of any other cylindrical object, such as a camera lens? There is a specific process th[...]
Often times an Occlusion Pass is used to add depth to a rendering during post-processing. KeyShot allows you to do this thanks to the Occlusion material. Recently, we took a look at how occlusion works in KeyShot and how it's used when creating your rendering. If you’re not familiar with the term, w[...]
In the world of CGI, ambient occlusion is a shading technique used to add depth to a rendering. Occlusion is not a real-world phenomena, but a simple shading technique used by some 3D applications as an alternative to ray tracing to create the illusion of shadows. In KeyShot, occlusion can be though[...]
When working on scenes in KeyShot with complex lighting or materials, you may notice the Real-time Viewer can take longer to resolve. Real-time Region Render can help maintain a fast workflow by allowing to render specific regions of your scene in real-time.
Many assume Roughness and Bump are the same thing but did you know they are two completely different material properties? We often rely solely on bump textures to enhance our materials in KeyShot but the same texture maps you've been using for Bump can also be used for Roughness! Let's take a look a[...]