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2 - Manual
Welcome to KeyShot 2! 5
About this manual! 5
How it works ! 5
KeyShot licensing! 6
KeyShot content! 6
KeyShot preferences! 6
General Settings! 6
User Interface! 7
Network! 8
Folders! 8
KeyShot updates ! 9
Realtime Window! 10
Library! 11
Options [Spacebar]! 13
Importers! 14
Folder! 14
Orienation! 16
Advanced! 17
Coordinates! 17
Scene tree! 18
Moving and Scaling! 18
Material - Working with materials ! 20
Applying materials! 20
Editing and creating new materials! 20
Applying textures! 21
Bump mapping! 22
Labels! 23
© 2006 - 2011 Luxion ApS ! 2
Environment - Adjust lighting and other environment effects! 25
Image Settings! 28
Realtime Settings! 28
Effects! 29
Camera - Working with the camera and camera effects! 30
Render! 32
Quality! 32
Default - Use Realtime Render not checked! 33
Advanced! 36
Anisotropic! 37
Dielectric (formerly known as Solid Glass)! 37
Diffuse! 38
Emissive! 38
© 2006 - 2011 Luxion ApS ! 3
Flat ! 39
Gem! 39
General! 39
Glass! 41
Leather! 42
Liquid! 42
Metal! 43
Metallic Paint ! 43
Paint ! 44
Plastic! 44
Solid Glass! 44
Thinfilm! 45
Translucent ! 45
X-ray! 46
Wireframe! 46
How it works
Keyshot is a realtime raytracing and global illumination application that is
entirely CPU based and thus doesn’t require any special hardware to run. With
the use of scientifically accurate materials and real world light combined with
extreme ease-of-use anybody can generate photographic images from their 3D
geometry within a matter or minutes after first opening the program.
The performance of KeyShot increases when more processors are being added.
KeyShot’s architecture is highly optimized such that when the number of
processors doubles, performance also doubles.
There is no limit on how many CPUs can be addressed in one computer.
KeyShot also supports chip sets with a hyper-threaded architecture with the
same efficiencies as multiple CPUs and multi-core CPUs.
KeyShot raytraces constantly, as soon as you start the application. At any point
in time you are able to stop the realtime rendering by hitting [Shift] + [P].
Resume realtime raytracing using the same key combination.
KeyShot content
KeyShot, by default, has the following content structure:
• Scenes: Contains all your saved scenes.
• Materials: Contains all materials.
• Textures: Contains all textures and labels used with your materials
• Environments: Contains all you lighting environments
• Backplates: Contains images and photographs
• Renderings: Contains all Screenshot and Renderings
KeyShot preferences
KeyShot allows you to customize the application based on your preferences.
Access the preferences under Edit > Preferences (PC) or KeyShot2 >
Preferences [⌘ ,]. Preference settings allow you to control
• General settings
• User Interface
• Netwok
• Location of the KeyShot Resources
General Settings
• Adjust aspect ratio to backplate: When checked, the realtime window will
automatically adjust to the aspect ratio of a backplate that is added to the
scene.
KeyShot updates
You can check for new versions of KeyShot under the Help menu. Check for
Updates will connect to the Luxion server and notify you of new updates along
with a change log if available.
You can also tell KeyShot to Check for Updates automatically by checking
Enable Auto Update in the Preferences.
The realtime window has the main toolbar on the bottom that takes the user
through the 6 steps from importing a model to creating the final image.
• Import: Import a model including KeyShot’s own scenes (.bip files)
• Materials: Open material library.
• Environment: Open the environment library to access lighting environments
• Backplates: Open the backplates library to access images to add to the scene.
• Screenshot: Save image from the realtime window.
• Render: Open the render settings to control the final image output.
When working with objects in the realtime window, you will also have the option
to access important functions via the right mouse button pop up menu when
clicking on the object.
Right mouse button menu
When clicking onto the right mouse button in the realtime window after
positioning the mouse cursor over an object, you will have access to the
following options:
• Edit Material: Edit assigned material in the Material Tab.
• Copy Material: Copy material to the clipboard.
• Paste/Paste and link material: After copying you can paste the material onto
parts in the tree or in the realtime window. Paste will simply assign the
material, Paste and link material will assign the material and link it to the
original material. When you make changes to the material, all parts that carry
this material will change simultaneously. You can brake this by right clicking
on the part and selecting Unlink parts.
• Unlink material: Removes parts from a material group by unlinking them.
• Add material to library: Add the selected material library to the material
library.
Library
The library contains all content for your scenes which can be dragged and
dropped into the realtime window. When first opening the library, right click
into each tab and select Rescan Library Directory. You can also add additional
content, create groups and remove content from the library.
Materials
Drag and drop a material onto an object in the realtime window or one or
multiple objects in the Scene Tree (Options). When dragging materials onto the
object you will notice that the part will adopt the material and show the result
Options [Spacebar]
Hotkeys [K]
KeyShot relies heavily on hotkeys for fast and efficient workflow. You can access
the list of hotkeys by simply hitting [K]. To close tke hotkey list, hit [K] again.
When using hotkeys, make sure that the realtime window is active. You can
make it active by simply clicking inside of it.
Scene tree
The scene tree contains all sub-assemblies and parts, or layers from the 3D
modeling system. The entire structure is maintained down to the part level. In
addition, assembly, part and layer names are also maintained.
All materials that are assigned to the individual parts are listed in a separate
column.
You can do the following by right clicking on the object in the tree.
• Edit Material: Edit assigned material in the Material Tab.
• Copy Material: Copy material to the clipboard.
• Paste/Paste and link material: After copying you can paste the material onto
parts in the tree or in the realtime window. Paste will simply assign the
material, Paste and link material will assign the material and link it to the
original material. When you make changes to the material, all parts that carry
this material will change simultaneously. You can brake this by right clicking
on the part and selecting Unlink parts.
• Show all parts: Display all hidden parts at once.
• Hide/Unhide: Quickly hide/unhide entire objects or individual parts. You can
select multiple parts and hide them through the right mouse button menu.
• Delete part: Works like Hide/Unhide. Delete and undeletes parts.
• Unlink part: Removes parts from a material group by unlinking them.
• Duplicate: Duplicates a single selected object with all its current structure and
assigned materials.
• Move/Scale: Access the Move/Scale widget directly from with in the scene
tree. If you select multiple objects in the tree that have been imported
separately, then you can move those simultaneously when using the Move/
Scale option in the right mouse button menu.
Applying textures
Non-transparent materials can have a texture applied to replace the base color.
This texture will can be a jpeg, tiff, png or other common file format. To apply a
texture, create a new material or edit and existing material. Then select the
Texture tab.
• Load: Select a jpeg, tiff or any other image file. When you selected an image
once, and then open a different material to map a texture the previous texture
is available for immediate use, yet with default settings. You can select a new
texture if you choose.
• Enable: Turn texture on or off.
• Repeat: Switches between single and multiple copies of the texture.
• Sync: Synchronize all settings with the bump map.
• Projection: Determines how the texture is being mapped:
UV coordinates: Your object may not have any uv coordinates and the texture
may not show up initially. Change the projection type.
Box Map: Mapping uses a “box”.
Planar x, y, z: uses the planar projection from the x, y, or z direction. To
determine the direction, turn on the coordinate system in the View menu, or
use [SHIFT] + C. If the surface you would like to map to is at an angle, you
may want to try and rotate the object so it aligns with the projection direction.
After mapping you can move the object back to its original position. The
mapping will stay.
Cylindrical: Uses a cylinder standing up (y-direction) for mapping. If your
object requires cylindrical mapping in any other direction, rotate the object to
align the object with the projection direction. Move the object back to its
original position after mapping.
Spherical: Uses a sphere with y being the up direction. If your object requires
spherical mapping in a different direction, rotate the object to align the object
with the projection direction. Move the object back to its original position
after mapping.
• Position: Drag the texture on the model into position. Move the camera using
[ALT] + LMB. You can still interact with all other parameters while in this
mode.
• Keep aspect ratio: Maintains the original aspect ratio of the image.
• Modulate: When checked, this will adapt the texture to include the diffuse
color channel of the material.
• Flip horizontal / vertical: Invert the texture.
Bump mapping
You can apply a bumpmap to any material by using any kind of image, allowing
you to add extra realism to materials, and stunning visual effects. The
bumpmap can be combines with texture maps mentioned above, or used by
themselves.
To apply a bumpmap, create a new material or edit an existing material. Then
select the Bumpmap tab. This will open up a new dialog that looks nearly
identical to the texture map dialog.
Bump Map: Select a jpeg, tiff or any other image file. When you selected an
image once, and then open a different material to map a texture the previous
texture is available for immediate use, yet with default settings. You can select
a new bumpmap if you choose.
• Load: Select a jpeg, tiff or any other image file. When you selected an image
once, and then open a different material to map a bumpmap the previous
bumpmap is available for immediate use, yet with default settings. You can
select a new bumpmap if you choose.
• Enable: Turn bumpmap on or off.
• Repeat: Switches between single and multiple copies of the bumpmap.
• Sync: Synchronize all settings with the bump map.
• Projection: Determines how the bumpmap is being mapped:
UV coordinates: Your object may not have any uv coordinates and the
bumpmap may not show up initially. Change the projection type.
Box Map: Mapping uses a “box”.
Planar x, y, z: uses the planar projection from the x, y, or z direction. To
determine the direction, turn on the coordinate system in the View menu, or
use [SHIFT] + C. If the surface you would like to map to is at an angle, you
may want to try and rotate the object so it aligns with the projection direction.
After mapping you can move the object back to its original position. The
mapping will stay.
Cylindrical: Uses a cylinder standing up (y-direction) for mapping. If your
object requires cylindrical mapping in any other direction, rotate the object to
align the object with the projection direction. Move the object back to its
original position after mapping.
Labels
If you are working with a logo, make sure that the image has transparency, also
known as an “Alpha Channel”. Only .tiff or .png files can have an alpha channel
or transparency. The transparency will allow the color of the material to be
visible.
• Add: Add a label.
• Delete: Delete a label.
• Up/Down arrows: Move label to front/back
• Enable: Turn label on or off.
• Repeat: Switches between single and multiple copies of the label.
• Projection: Determines how the label is being mapped:
Normal Projection: The default setting wraps the label onto any given surface
UV coordinates: Your object may not have any uv coordinates and the label
may not show up initially. Change the projection type.
Box Map: Mapping uses a “box”.
Planar x, y, z: uses the planar projection from the x, y, or z direction. To
determine the direction, turn on the coordinate system in the View menu, or
use [SHIFT] + C. If the surface you would like to map to is at an angle, you
may want to try and rotate the object so it aligns with the projection direction.
After mapping you can move the object back to its original position. The
mapping will stay.
Image Settings
Adjustment: These settings affect the overall image including the backplate.
• Width / Height: This allows you to set the size of the realtime window. It is
recommended to set the proper aspect ratio before setting camera angles. A
larger windows will result in slower realtime performance.
When changing the window size, you can chose from pre-set resolution, or
enter your custom resolution.
• Lock Aspect Ratio: Uncheck when changing the aspect ratio
• Brightness: Adjusts the overall brightness of the image.
• Gamma: Determines the overall contrast of the image. A higher gamma value
will result in darker areas appearing less dark, and brighter areas to be less
bright.
Realtime Settings
These settings affect realtime and final rendering.
• Ray Bounces: Determines the number of bounces light makes in a scene. It is
important to gradually increase the number of raybounces until no difference
can be noticed when increasing the number. This number should be used in
the final rendering
• Shadow Quality: Determines the quality of the Ground Shadow. This setting
is independent of the setting in the Render Tab, but is indicative of what value
should be used in the rendering.
• Detailed Shadows [S]: Calculates detailed and inter-object shadows when
checked.
• Detailed Indirect Illumination: Turns on light reflections from objects.
• Ground indirect illumination: Turns on ground caustics.
• Fast updates: This allows fast interaction in realtime. When unchecked, you
will not see any pixelation but have a detailed raytraced scene at all times.
However, this is very computationally intensive, and therefore only
recommended for 8 core systems and higher.
• Sepia: Turns on Sepia effect in realtime.
• Ground grid: Turn on a grid on the ground plane.
Render
• Folder: Change the output folder where the rendering should be stored. You
can permanently change your output folder in the Preferences.
• File: Save the image under a custom name a non-default location.
• Format: Select the format of the final image: JPEG, TIFF, EXR.
• Resolution: By default the size is identical to the realtime window. Simply
adjust width or height to get the desired output size. The aspect ratio is
maintained from the realtime window. If you want to change the aspect ratio
of your final image, change the realtime window accordingly by unchecking
Maintain Aspect Ratio in the Render Options Tab.
• Print resolution: Works in conjunction with Resolution. When the resolution
is changed, the print resolution will change according to the DPI setting.
Alternatively, you can set the size of the print, select DPI, and the Resolution
will be automatically calculated.
Note: The Alpha channel includes Ground shadows and Ground reflections
when checked in the Environment tab.
• Render in background (KeyShot Pro only):When rendering the image, you
can’t interact with the scene in realtime until the rendering finishes. Check to
continue to work in realtime while the offline rendering is generated. You can
kick off multiple rendering if you chose.
• Use Realtime Render: This render mode will take the image you created in
realtime and render it in the resolution you entered. There is only one quality
setting.
Quality
Depending on the render mode you select you will see different quality settings.
Note: Increasing quality settings may have a significant impact on render times.
It is therefore recommended to increase render quality settings gradually and
Advanced
The advanced material is the default material that will be applied. It can be used
to simulate a variety of materials.
• Diffuse: Specifies the color of the material’s diffuse reflectivity.
• Ambient: Specifies the material’s constant indirect diffuse illumination.
• Specular: Specifies the color of the material’s specular highlight.
• Diffuse transmission (Advanced): Specifies the translucency of the material.
If the color is all black (0, 0, 0), then the material is solid.
• Specular transmission (Advanced): Specifies the transparency of the
material’s. If the color is all black (0, 0, 0)then the material is opaque.
• Roughness: Controls the roughness of the material’s specular component.
This influences the appearance of the highlight (light reflection). A high
roughness value (larger than 0.5) creates a rough surface with a large
highlight, while a small roughness value creates a relatively smooth surface
with a small highlight.
• IOR: Specifies the material’s index of refraction. Air has IOR=1.0, water has
IOR=1.33, and typical glass has IOR 1.4-1.7. It also affects the reflectivity of
the material, which is tied to the fresnel parameter. In order for the IOR to
have an effect, the fresnel parameter must be checked (non-transparent) or
the Specular Transmission must not be black (transparent).
• Fresnel: Controls the reflectivity of the material when the Specular
Transmission is not white. When checked, the material will appear less
reflective, except when viewed from grazing angles.
• Glossy (Advanced): Activates glossy (blurry) reflections based on the
roughness parameter. Increasing the roughness value makes the reflections
more blurry.
Anisotropic
This material simulates brushed finishes on metallic surfaces. To get actual
brush strokes on the material, augments the material with a bump map.
• Diffuse: Specifies the color of the material’s diffuse reflectivity.
• Specular: Specifies the color of the material’s specular highlight.
• Roughness x: Controls the roughness of the grain. Typical values are between
0 and 0.6.
• Roughness y: Controls the highlight of the grain. Higher numbers result in a
broader highlight roughness of the material’s specular component. Typical
values are between 0 and 0.6.
• Angle: Controls the direction of the grain.
• Mode (Advanced): Controls the grain mapping: 0=uv - taking the original uv
coordinates of the model, 1 = linear, 2 = circular. Circular is still under
development, and may not work in all cases.
• Glossy samples (Advanced): Use glossy samples to compute the glossy
reflections on the material. For high roughness, increasing this value to 64 or
higher or more will reduce noise in the reflections, and give a more accurate
representation of the rough surface finish.
Diffuse
This simple material simulates matte opaque surfaces.
• Diffuse: Specifies the material’s color.
Emissive
The emissive material is a light emitting material that can be used for
simulating lights. The emissive material may be used to add additional light to
a certain part of the object. Make sure to check Detailed indirect illumination
in the Realtime tab to see the full effect.
• Intensity: Determines the light intensity of the emissive material
• Color: Color of the light emitting material. Use darker colors when increasing
the intensity to preserve the intended color of the light.
• Two sided (Advanced): Determines whether the surface should emit light on
both sides of the surface or not.
• Visible to eye: When checked the part will be hidden, but light will still be
emitted. It will still show up in the reflection of other parts.
Flat
The Flat material is a material that is perfectly suited for masking. It is, as the
name suggests, a material that is completely flat and only has the color
parameter that can be changed.
• Color: Specifies the material’s color.
Gem
A simplified Solid Glass (Advanced) material that allows for quick creation of
scientifically accurate gem stones.
• IOR: Specifies the material’s index of refraction. Air has IOR=1.0, water has
IOR=1.33, and typical glass has IOR 1.4-1.7. It also affects the reflectivity of
the material. Accurate IORs for gemstones can be obtained from the internet.
• Transparency: Specifies the thickness at which the set color is given.
• Roughness (Advanced): Controls the roughness of the material’s specular
component. This influences the appearance of the highlight (light reflection).
A high roughness value (larger than 0.5) creates a rough surface with a large
highlight, while a small roughness value creates a relatively smooth surface
with a small highlight.
• Glossy (Advanced): Activates glossy (blurry) reflections based on the
roughness parameter. Increasing the roughness value makes the reflections
more blurry.
• Glossy samples (Advanced): Use glossy samples to compute the glossy
reflections on the material. For high roughness, increasing this value to 32 or
higher or more will reduce noise in the reflections, and give a more accurate
representation of the rough surface finish.
• Abbe number: Controls the material’s dispersion, which is the variation of the
refractive index with wavelength. The Abbe number is material specific.
• Dispersion samples (Advanced): Controls the quality of the dispersion set
under the abbe_number. The default setting is 3. Higher values will have a
significant impact on performance in both realtime and offline raytracing.
General
The General material is a material that can be uses to simulate a wide variety of
materials.
• Diffuse: Specifies the color of the material’s diffuse reflectivity.
• Specular: Specifies the color of the material’s specular highlight.
Glass
The Glass material is a specialized material that is optimized for windows. It
can simulate both single paned and double-paned windows (i.e. windows
modeled using either a single polygon or multiple polygons). Typical
applications are the windshield and headlamp of an automobile, or window
glass. The material parameters are:
Leather
This material simulates leather procedurally. The parameters are:
• Color 1: The color of the leather surface.
• Color 2: The color of the leather cracks.
• Specularity: Specifies the materials specular (highlight). It determines the
shininess of the leather.
• Roughness: The roughness of the leather surface.
• Glossy samples (Advanced): Use s samples to compute the glossy reflections
on the material. For high roughness, increasing this value to 32 or higher will
reduce noise in the reflections, and give a more accurate representation of the
rough surface finish.
• Bumpiness: The amount of bumpiness, cracks, etc., in the leather.
• Scale: The scale of the leather. Decreasing the scale increases the distance
between cracks in the leather.
Liquid
A specific material to define liquids. This is another derivative of the Solid
Glass (Advanced) material.
• IOR: Specifies the material’s index of refraction. Air has IOR=1.0, water has
IOR=1.33. It also affects the reflectivity of the material.
• IOR out (Advanced): Specifies the index of refraction of the object in which
the liquid is placed.
• Color: Specifies the color of the liquid.
• Transparency: Specifies the thickness at which the set color is given.
Metallic Paint
This material simulates metallic paints such as car paints, but can also be used
to simulate multilayer plastic finishes.
• Base: The color of the base paint.
• Metal: The color of the metallic flake.
• Roughness: The roughness of the clear coat. Typical values range from
0.0-0.05.
• Metal roughness: The roughness of the metallic flakes. Typical values range
from 0.01-0.2. Lower values give a more uniform, “flat” spread of the metallic
flake, while higher values make the metallic flake spread rougher.
• Metal coverage: The density of the metallic flakes. Typical values range from
0.0-0.6. If a value 1 is chosen, the base paint has no effect on the overall
appearance. If the value is 0, the flake will have no effect on the paint. Use
this for obtaining non-metallic car paints, or plastics.
• Metal samples (Advanced): Use metal samples to compute the glossy
reflections on the material. For high roughness, increasing this value to 32 or
higher will reduce noise in the reflections, and give a more accurate
representation of the rough surface finish.
• IOR: The index of refraction of the clear coat. It determines the refraction as
well as the shine of the clear coat. Typical value ranges are 1.3-1.6 for car
paint, below that for plastics. Values lower than 1 will have no effect.
Plastic
The Plastic material is optimized to simulate many plastic types.
• Diffuse: Specifies the color of the material.
• Specular: Specifies the color of the material’s specular highlight.
• Diffuse transmission: Specifies the translucency of the material. If the color
is all black (0, 0, 0), then the material is solid.
• Specular transmission: Specifies the transparency of the material’s. If the
color is all black (0, 0, 0)then the material is opaque.
• Roughness: Controls the roughness of the material’s specular component.
This influences the appearance of the highlight (light reflection). A high
roughness value (larger than 0.5) creates a rough surface with a large
highlight, while a small roughness value creates a relatively smooth surface
with a small highlight.
• IOR: Specifies the material’s index of refraction. Air has IOR=1.0, water has
IOR=1.33, and typical glass has IOR 1.4-1.7. It also affects the reflectivity of
the material, which is tied to the fresnel parameter. In order for the IOR to
have an effect, the fresnel parameter must be checked (non-transparent) or
the Specular Transmission must not be black (transparent).
• Fresnel: Checked by default. Controls the reflectivity of the material when the
Specular Transmission is not white. When unchecked, the material will
appear more reflective.
• Glossy (Advanced): Activates glossy (blurry) reflections based on the
roughness parameter. Increasing the roughness value makes the reflections
more blurry.
• Glossy samples (Advanced): Use glossy samples to compute the glossy
reflections on the material. For high roughness, increasing this value to 32 or
higher will reduce noise in the reflections, and give a more accurate
representation of the rough surface finish.
Solid Glass
Thinfilm
This material simulates thin film interference phenomena as seen in soap
bubbles, oil slicks, and protective coatings. This material can be used to
simulate the protective and anti-glare coating on headlamps, LCD screens et al.
The material’s parameters are:
• IOR: The index of refraction of the film. Typical values for this material range
from 1.3-1.7.
• Thickness: Thickness of the film (in nanometers).
Translucent
Use this material to generate organic or plastic materials that are translucent.
This includes human skin. Keep in mind that this material is highly dependent
on size and thickness of the object The material’s parameters are:
• Diffuse: Determines the color of the material. Note: If you choose colors that
are fully saturated, i.e. have a value of 255, the material will appear black.
Reduce the saturation of the color to lower value to see the effect.
• Transmission: Determines the inside color of the material
• Translucency: Controls the amount of light that passes through the outer
surface of the object. Higher values will let more light pass through.
X-ray
The X-ray material represent a material that can be seen in an image generated
by an X-ray machine. The only parameter is the color.
Color: Specifies the material’s color.
Wireframe
This material allows the user to visualize the object in a wireframe
representation based on the tessellation of the object. The material’s
parameters are:
• Width: Determines the thickness of the edges of the polygons.
• Wire color: Specifies the color of the wireframe.
• Base color: Specifies the fill color of the polygons.
• Base transmission: Specifies the transmission fill color of the polygons.
Setting the color to white will make the polygons appear transparent.
• Backside base color: Specifies the backside fill color of the polygons.
• Backside wire color: Specifies the backside color of the wireframe.