KeyShot Forum

Gallery => Amazing Shots => Topic started by: TyRuben on June 26, 2016, 10:24:10 AM

Title: Evolving Anti-Gear...
Post by: TyRuben on June 26, 2016, 10:24:10 AM
Greetings Colleagues,

Though I have had Keyshot for a going on two years now, I've only scratch the surface of its capabilities. For the most part, I pull in models comprised of just a couple of materials, mess with the environment settings a little bit, and then hit render.

Of course, this gets the job done — the renders always look great — but this summer I thought I'd dig a deeper into the program and evolve my understandings.

This then is my first investigation in which I focused on working with materials textures, paying greater attention to the HDRI environment, and creating labels and placing them accurately on the model.

If any of you would care to provide guidance, advice, or critique of any kind, that would be very appreciated.

Rage on,
Ty 
Title: Re: Evolving techniques summer 2016...
Post by: NM-92 on June 26, 2016, 12:17:17 PM
Well this is a great start ! Everything is lit, all the materials have nice contrast and nothing is lost. If you want to keep pushing even more, this model seems to be perfect for making some closeups. You can show different details, the display, etc. Great work.
Title: Re: Evolving Anti-Gear...
Post by: Josh3D on June 28, 2016, 07:50:09 AM
Hi Ty! Great to see your work. Really interesting look and I think it already looks really good. Some details shots with some DOF would be good practice for texture and lighting. Look forward to seeing more!
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on June 29, 2016, 01:12:04 PM
@> NM-92 — Thank you — and that's a nice idea about doing some tighter shots.

@> Josh Mings — Thank you — I've not messed around with Depth of Field — so will look into exploring that.

One thing I'd like to push further is that small illuminated screen on the upper right side of the component — I think it looks alright from this distance — however, would like to be able to do a convincing close up.

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on June 29, 2016, 01:23:06 PM
Greetings Colleagues,

With these renders, I was working to get that old "orange peel" paint look one finds on big steel parts. I ended up using the procedural noise texture. Is there a better way?

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: TpwUK on June 29, 2016, 03:15:58 PM
I would say you have a good Hammerite Smooth Paint finish there since i can't get a sense of scale from the image. Back in version 3 i think it was there was a really good orange peel normals map, I have not checked if it's been added to the KS cloud - Might be worth checking though just in case.

Martin
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on June 30, 2016, 05:02:52 AM
Martin -- Cool -- thank you -- I'll look into this -- !
Title: Re: Evolving Anti-Gear...
Post by: Chad Holton on June 30, 2016, 06:52:01 AM
Hi Ty,

Thanks for sharing your work. Here's the orange peel texture Martin mentioned, in case you haven't found it, and a quick shot of how it looks on the material ball. 

Let us know if you have any other questions at all.

Chad



Title: Re: Evolving Anti-Gear...
Post by: TpwUK on June 30, 2016, 07:31:57 AM
Thanks for adding it here Chad :)

Martin
Title: Re: Evolving Anti-Gear...
Post by: Finema on June 30, 2016, 07:48:57 AM
nice bump Chad  ;)
but it's curious to want to put an orange peel texture on plastic ?
Title: Re: Evolving Anti-Gear...
Post by: Chad Holton on June 30, 2016, 08:08:43 AM
No problem, Martin! I think this bump was included on a few version, maybe as far back as the  HyperShot days.

@ Finema - go for it!   ;D

Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 03, 2016, 11:28:33 AM
@> Chad Holton — Thank you for sharing that normal map — it's a good bit closer to what I had in mind.
Title: Re: Evolving Anti-Gear...
Post by: Chad Holton on July 04, 2016, 06:24:44 AM
No problem, Ty!

Chad

Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 06, 2016, 12:18:00 PM
Colleagues,

Quick and simple study -- materials and bump label.

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 09, 2016, 07:32:07 AM
Colleagues,

Part of a larger endeavor.

Modeled in SketchUp.

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: NM-92 on July 09, 2016, 07:43:58 AM
I hope someday all this pieces come together and form a super mech warrior  ;D
Title: Re: Evolving Anti-Gear...
Post by: Will Gibbons on July 11, 2016, 07:09:25 AM
I dig these little studies!
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 11, 2016, 02:36:44 PM
Thank you, gentlemen, greatly appreciated.

More to follow.
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 11, 2016, 02:41:24 PM
Colleagues,

COSICMO Light-Fork.

Modeled in SketchUp.

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 17, 2016, 01:08:55 PM
Colleagues -- I've designed a sensor.

Title: Re: Evolving Anti-Gear...
Post by: bdesign on July 17, 2016, 08:22:49 PM
Totally dig this one! Very cool concept. I think if you add a small radius fillet to all the sharp edges, it will really make this render come to life. Also, not nit picking, just a small constructive criticism..."negative" is misspelled as "negarive" :)

Eric
Title: Re: Evolving Anti-Gear...
Post by: Magnus Skogsfjord on July 17, 2016, 11:52:17 PM
Soo much details. Loving it.
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 18, 2016, 01:18:22 PM
Colleagues,

@> bdesign — I totally agree about the sharp edges on some of the smaller details — I struggled with that — weather to put in the time — or move on. In the end — the move to the next won out.

I've tried messing around with the "round edges" function in Keyshot — however, it always messes up the model — creates these weird artifacts around edges and such. Perhaps I'm missing something — this sensor is modeled in MOI — which I understand doesn't play nice with the round edges function. If anyone has an idea about what I might be doing wrong — or a work around of some kind — I'd be very pleased to receive guidance. e

As for the misspelling — I'm very impressed you spotted it — ! — I noticed when the render was nearly complete — such a drag. You have a shape set of eyes, my friend.

@> Magnus — Thank you — !

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: HaroldL on July 18, 2016, 04:41:59 PM
Because rounded edges are applied to the entire model, I apply all fillets in the CAD model before I send it over to Keyshot. that gives me more control over their size and location. IF I need to use rounded edges in Keyshot I wouldn't go beyond .005" [0.13 mm] because of some artifacts I've seen, especially on corners, where the rounded edges just kind of stick into each adjacent rounded edge. That is more noticeable on larger rounds so I keep them small.

Maybe an enhancement would be to allow the user to select the edges that are to get the rounded edge treatment.

I thought Moi was supposed to be great at fillets and rounds. ??? I've seen some video tutorials going through the process for some complex fillets and they turned out just fine. I'm not even a novice with Moi so there may be a technique to that.
Title: Re: Evolving Anti-Gear...
Post by: NM-92 on July 18, 2016, 05:20:34 PM
Quote from: HaroldL on July 18, 2016, 04:41:59 PM
Because rounded edges are applied to the entire model, I apply all fillets in the CAD model before I send it over to Keyshot. that gives me more control over their size and location. IF I need to use rounded edges in Keyshot I wouldn't go beyond .005" [0.13 mm] because of some artifacts I've seen, especially on corners, where the rounded edges just kind of stick into each adjacent rounded edge. That is more noticeable on larger rounds so I keep them small.

Maybe an enhancement would be to allow the user to select the edges that are to get the rounded edge treatment.

I thought Moi was supposed to be great at fillets and rounds. ??? I've seen some video tutorials going through the process for some complex fillets and they turned out just fine. I'm not even a novice with Moi so there may be a technique to that.

Rounded edges are not applied to the entire model. You can select pieces in the scene tree to apply them individually although you can't select which edges get the fillet and which not.
Title: Re: Evolving Anti-Gear...
Post by: HaroldL on July 18, 2016, 08:07:20 PM
Quote from: NM-92 on July 18, 2016, 05:20:34 PM
... although you can't select which edges get the fillet and which not.
Whether it's a single part model or individual pieces of an assembly, that's the point I was making; you cannot select which edges get filleted.
Title: Re: Evolving Anti-Gear...
Post by: Magnus Skogsfjord on July 19, 2016, 01:59:10 AM
Quote from: HaroldL on July 18, 2016, 04:41:59 PM
IF I need to use rounded edges in Keyshot I wouldn't go beyond .005" [0.13 mm] because of some artifacts I've seen, especially on corners, where the rounded edges just kind of stick into each adjacent rounded edge. That is more noticeable on larger rounds so I keep them small.
I support this. The rule of thumb is obviously that there are no definite sharp edges, so the fillet function works for the edges which you simply want to appear sharp, but still give it that extra little realistic push. Also, depending on the size and/or complexity of your model, you don't always have the luxury to add edge blends/fillets to every little geometry piece. This is at least the case when working with NURBS-based models. Especially if you work within an engineering department, where these details would just mess up the model for further use. This is where the fillet function in KS is superb, in order to add these details without actually having to model it. But again, up to a certain point.

I have also noticed that this function is slightly kinder to you for certain materials. i have examples where I've successfully used a fairly large fillet for simple translucent materials without being subjected to artifacts.
Title: Re: Evolving Anti-Gear...
Post by: NM-92 on July 19, 2016, 06:27:52 AM
I used it on all the shards of glass on my bullet scene. I was amazed by the performance, nothing slowed down, and cero artifacts.
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 22, 2016, 09:13:24 AM
Colleagues,

So, I investigated the rounded edges function with a good deal more focus — and unfortunately, found the results largely unsatisfying.

In the render below — round edges was set to .004 — which I find almost imperceivable.

When set any higher than .004 — the edges of the geometry became kind of fractal-like — and the long edges reflections broken into subsections.

When this model was exported from MOI as an .obj — I had is set as quads and triangles — so am now wondering if it might be improved if it was exported as all triangles?

Might find time to try this in the not too distant.

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 24, 2016, 11:20:00 AM
Colleagues,

A sensor cluster with some depth of field going on.

Rage on,
Ty

Title: Re: Evolving Anti-Gear...
Post by: HaroldL on July 24, 2016, 05:30:54 PM
Quote from: TyRuben on July 22, 2016, 09:13:24 AM
Colleagues,

So, I investigated the rounded edges function with a good deal more focus — and unfortunately, found the results largely unsatisfying.

In the render below — round edges was set to .004 — which I find almost imperceivable.

When set any higher than .004 — the edges of the geometry became kind of fractal-like — and the long edges reflections broken into subsections.

When this model was exported from MOI as an .obj — I had is set as quads and triangles — so am now wondering if it might be improved if it was exported as all triangles?

Might find time to try this in the not too distant.

Rage on,
Ty
Ty,
Have you downloaded the latest update to KS yet? The update to the rounded edges makes it vastly better than previous versions, at least from the little testing I've done on my models.
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on July 24, 2016, 06:36:08 PM
@> HaroldL --  I trust I have -- downloaded an update just yesterday -- perhaps another run is in order -- thank you -- !

Rage on,
Ty
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on October 09, 2016, 02:01:17 PM
   
8030.13
Colleagues,

Finally found a little bit of free time to get back to this project.

Rage on,
Ty


Title: Re: Evolving Anti-Gear...
Post by: TyRuben on October 09, 2016, 02:03:20 PM
Another.
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on October 09, 2016, 02:04:02 PM
Last one.
Title: Re: Evolving Anti-Gear...
Post by: Speedster on October 09, 2016, 04:17:02 PM
Quotebut it's curious to want to put an orange peel texture on plastic ?
Well, I've seen a lot of orange peel plastic come out of shops that don't know how to mold!
Bill G
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on January 09, 2017, 12:09:40 PM

Colleagues,

Managed to carve out a little bit of free time over the winter break to get a bit more modeling and Keyshot practice.

Best wishes to everyone for a grand and evolutionary 2017.

Rage on,
Ty

Title: Re: Evolving Anti-Gear...
Post by: Will Gibbons on January 12, 2017, 08:04:39 AM
Cool! Always fun to see something new from you. Thanks for sharing.
Title: Re: Evolving Anti-Gear...
Post by: __davidschultz__ on January 12, 2017, 08:29:19 AM
Looks cool, Ty!  Glad to see your work here.
Title: Re: Evolving Anti-Gear...
Post by: Josh3D on January 12, 2017, 01:29:54 PM
SO love the detail in your models. Super cool ideas too.
Title: Re: Evolving Anti-Gear...
Post by: TyRuben on April 16, 2017, 11:40:09 AM
Colleagues,

A little more effort on this project.

Rage on,
Ty




Title: Re: Evolving Anti-Gear...
Post by: TyRuben on April 16, 2017, 11:41:14 AM
Another angle.