![]() Lastly on the materials front is section material. ![]() While on its own, that doesn’t make much sense, there’s a wee trick here: if you duplicate the body and apply your transparent material, you’ll find that you can very quickly replicate a wide range of polymer additives.įig 3: Similar to many updates in KeyShot 8.0, image styles (available both in preview and postrender) allow you to apply styling and adjustments to your image, without the need for post-processing in another app Cutaway section views You have full control over the form of the flakes (either rectangular or spherical), size (including variation) and density within a geometry body, as well as the material that’s applied. Things get really interesting when you start to explore the flakes option. These would be difficult to hard model in, but with the geometry shader, the job becomes pretty simple. This is most immediately useful for liquids, but also consider building an accurate glass bottle model quite often, you’ll see small bubbles in the glass. You have full control over the size (including variation of size), distribution and density of bubbles. Choose your material, add in the geometry node in the material graph, attach it to the geometry input of the material (see figure 1 for a look at how a flake material is structured) and you can add spherical voids to your material. For KeyShot, the system gains both flakes and bubbles as options.īubbles are pretty straight forward. Geometry shaders can also be used to construct more esoteric materials. ![]() Here, a structural foam is replicated accurately, rather than using a texture and opacity map Keyshot 8 – bubbles & flakes This could apply to adding texture or geometric features for example, think of the shape of a gravel floor versus adding product detailing or labelling.įig 2: KeyShot 8.0’s displacement map tools indicate that Luxion is looking to take advantage of its new materials engine in coming releases. While displacement maps are pretty well documented, for those times when you want to add a specific set of deformations to an object but don’t want to hard model it, it’s ideal. What Luxion has done is start to introduce geometry shaders into KeyShot and the materials and effects you can replicate are really interesting. In this case, you are actually modifying the underlying mesh, which means not only does the part and texture look right, but also how it interacts with light matches reality much more closely. If you take the example of a car tyre tread, a bump map can sort of replicate this, but the effect is a little underwhelming.īy using a displacement map, along with the same texture map, you can get a much better representation of how the tread should look. ![]() While the effect is ok, it’s a fudge that only really works with small variations in height and doesn’t make any edits to the underlying geometry.Ī displacement map, on the other hand, uses a map or other process to make changes to the actual geometry, according to requirements. The difference is perhaps best explained by looking at the difference between the existing bump map tools and the brand-new displacement map options.Ī bump map uses a greyscale image to ‘fake’ how a surface on an object, can vary in height. While we should all be familiar with the ideal of a material shader, which controls how the surface of an object looks, geometry shaders differ in that they can create or modify underlying geometry. Perhaps the biggest news is the addition of a geometry shader. While the last few major releases introduced things like procedural materials and the all-new material graph (itself responsible for some added sophistication), KeyShot 8 brings some important background work to fruition. That said, this release is a pretty big milestone for Keyshot in terms of materials support. Other than that, and some updates to the formats that the system now supports (including the addition of Rhino 6 and Inventor 2019 support), Keyshot looks pretty much how you remember it. ![]()
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