12/3/2023 0 Comments Assigning two materials keyshot 6![]() Once one or more Parent Models have been added in the Configurator Wizard you can select in the list and click the Preview button to view and confirm in real-time. This will automatically create a Model Set in the Project window. If you have not got each of your Parent Models and Components in separate Model Sets, you can create them here by using the option to Select geometry from the scene. To do so, check the box next to the model or parts you want to define as the Parent and click the Add Model Set button above the Parent Models list. If you already have separated Parent Models and components into Model Sets, choose the Model Sets that you want to be parent models. Parent models are the options of first choice the user will have to make in the Configurator. The Configurator requires each model / model component to be in their own Model Set, in order to be able to switch between them. This is required even if you are only presenting Material Variations. If this is the case you can simply select the Default Model Set as your Parent Model. The second step is to define the Parent Model, which is the top-level product variation you wish to present. Use to set up a Configurator to display different model configurations and materials for any model configuration. Use to set up a Configurator to display different materials for a single model. Use to set up a Configurator to display different models or combinations of models. The first step of the Configurator Wizard is to select what you want to present – Model Variations, Material Variations, or both. The Configurator Wizard enables you to style the presentation for KeyShot Viewer/Web Configurations Overview When you have finished the Configuration wizard, the configuration can be shared for KeyShot Viewer, rendered as a series of still images or set up as a web configuration. The Model Sets will constitute base model (Parent models) and possible product variations (Components) and the Multi-Materials will make up the Material Variations – these can be grouped in Material Sets/Material Ways which facilitates switching multiple materials in one click. The building blocks for the configuration is Model Sets and Multi-Materials. Furthermore you can select a number of studios on which your model can be viewed. The Configurator Wizard enables you to set up a string of model and material choices for your product. Using the KeyShot Configurator – Webinar.Exposed Headless Scripting Functionality. ![]() Best Practices for Sharing and Embedding USDz and GLB Files.Best Practices for 3MF Export for 3D Printing.License Server Installation (PC) - Custom.Client Error: Unsupported KeyShot Version.Server Error: Invalid Mac Address (HostID).Let me know if I misinterpreted what you want to do. The added benefit here is if you change your model, you can then just click "Update KeyShot" and your new geometry will be copied across while keeping all your texture work in KeyShot. Doing it this way should allow you to accomplish what you want without needing to export or workaround the KeyShot integration. Then before going to KeyShot, make sure "Link Parts with Same Material" is checked, and KeyShot will recognize everything that is the same color, as the same material. When using this, if you select down to the Face level **before selecting the tool** then it will paste onto faces instead of onto parts, so you can quickly copy paste colors/styles around to many faces. Helpful here is using the selection filter down the bottom right, which (along with the Shift Key) can help to quickly select many faces. So if you just select down to the shape or face, you can paint it a separate color. You can use SmartPaint at the Face and Shape level as well as the Part level. Maybe you already know this, but as you mentioned you are new to IC this might help. one for the edge, and one for the flat parts. Two plywood materials added on the render below. Obviously, complicated parts with many faces can be a pain to smartpaint. ![]() I'm new to IC, so maybe there are better workarounds, but this works for me for now. The smartpainting makes it easier in keyshot, as you just have to swap those colors with materials. Then select the faces until you get to smartpaint them. sat - the import it back in and you get the brep. In this way I could assign one material to the edge face and one to the top.Ģ. Try to keep the parts together in keyshot when moving the around. export in 3ds - and by faces - not materials. I wanted to render a stool in plywood, and converting nurms-based models to mesh for uv mapping it's hard. If you render a metal part, then it's easy, but with wood it's a different story. Modelling/part creation in IC for render outside IC has some problems. This has been probably been covered, but if not, here it goes.
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