Question: why even bother applying (visual) materials / textures in Solidworks? It's super limited compared to what you can do in Keyshot and the renders will look at best mediocre compared to Keyshot.
You are probably not doing real world work with Solidworks, probably hobby i guess.
Let me explain how material is extremely important with questions :
How do you get the weight of your part without it ?
How do you get the metal stretching when you bend, roll, punch without it ?
How do you know if your cage suspended under the bridge will fail with FEM without material specifications ?
The answer is that you can't. Material in Solidworks has nothing to do with visual, it's all about physical properties.
The problem is to render keyshot need to map those solidworks material to custom one's made in keyshot.
This is not happening and it's a big problem. We ran some
very very very tiny samples with 300-400 part only and we have mapped the material of each part one by one manually and it took half a day.
Now we want to automate that as an example, yesterday i generated an assembly with over 170,000 parts in it and that would take months to manually map each parts material in keyshot. It need to be automatic since there is no way someone will do this manually. We have fully custom automated servers that output at a maximum of 15 to 18 highly complex solidworks parts per seconds. That is around 1.2 millions "sldprt" files per day throughput (that exclude assemblies).
I am not angry or anything, i just want to make it clear it is not used for hobby or simple 3d printing. We have dozens of giant manufacturing robots and cnc worth 6-7 figures behind this. This is for actual business work. Also eventually we need to program and API to automate the camera and animation over those bip project.