The plugins below have been developed for KeyShot. If you have any questions, please feel free to contact support. To download and get more information about each plugin, click one of the images below.
These plugins have been developed by our partners. Please contact the vendor directly for download information and support. To download and get more information about each plugin, click one of the images below.Alibre Design pluginMore Info
With KeyShot for Alibre Design, users have the ability to apply materials, lighting and make updates to their model in real time. A .bip file can also be saved out for import into KeyShot. For technical support and more information visit alibre.com/support/.
KeyShot for Solid Edge is a bundled product option available for Classic and Premium versions of Solid Edge. Contact your Solid Edge reseller to learn more. Contact Luxion at news...@keyshot.com for questions about full versions of KeyShot.
KeyShot integration with SpaceClaim allows users to apply materials, textures and lighting to instantly see the appearance in the SpaceClaim user interface and continue work on their model. Through this integration users have the added ability to save out a .bip file to open in KeyShot with all materials maintained. For support or to find out more, please email sup...@spaceclaim.com.
For support with ZW3D and the KeyShot integration, please visit ZWSOFT and login with your ZWSOFT account to submit a ticket.KeyShot for ZBrushOverviewThe ZBrush to KeyShot Bridge is available through Pixologic. ZBrush and the bridge are compatible with the latest version of KeyShot Pro that may be purchased here.
I have propabally quite dumb question, but I need to try. Is there any way to export model that I made in 3dCoat to Keyshot, but with all the textures, stamps, normals etc, but without retopology process and UVs? I presume thats not possible, but who knows...:)
GPU raytracing in KeyShot supports NVIDIA GPUs built on Maxwell microarchitecture and supports CUDA Compute Capability 5.2 or later found in the Quadro M6000 or GTX 980 and above. We recommend:
KeyShot GPU mode supports memory scaling for setups with multiple GPUs connected with NVIDIA NVLink. For example, two NVIDIA Quadro RTX 8000 GPUs will provide a combined 96 GB of GPU memory. When you have multiple GPUs connected with NVLink, you will see a difference in the available GPU Memory within the Heads Up Display in the Real-time view.
When GPU mode is active the CPU Usage drop-down in the Ribbon will be replaced with a GPU usage drop-down, listing the available GPUs. Here you can limit which GPUs are allocated for KeyShot. You can also limit the GPU usage under Render, GPU Usage from the Main Menu. Here the option is available even when GPU mode is not active, enabling you to set a limit before you enter GPU Mode.
If your GPU meets the requirements listed above you can render in GPU mode locally (Default and Background rendering) as well as send jobs to Network Rendering in GPU mode. You can either choose to have the Render Engine follow the Real-time View mode or specify either CPU or GPU in the Render Engine selection in the Render Dialog > Options.
If your GPU does NOT meet the requirements listed above, you can still send jobs to Network Rendering in GPU mode. To add GPU jobs for Network Rendering, simply select the GPU mode in the Render Engine section in Render Dialog > Options.
When Denoise is enabled, what you see in the Real-time View and the result of the rendering, may have slight variations. What causes the difference? When rendering images, the normal and diffuse maps are evaluated to produce the best possible result. These are not included in the real-time denoiser, which uses the fastest version of the denoiser under the given circumstances.
To curb GPU memory usage, it is best to keep an eye on your textures. The amount of GPU memory required depends on resolution and bit depth, not file format or absolute file size. Doubling the image resolution (e.g. 4K to 8K), quadruples the memory usage per texture.
Most of these limitations will trigger a warning icon , which will appear in the top right corner of the Real-time View. Click the icon for more information about what parts of the scene are impacted and by what.
I recently attended a talk at Develop3D Live by Luxion Chief Scientist Henrik Wann Jensen and was amazed by how detailed the algorithms behind Keyshot are. He showed sample renders of the Ford Interceptor renderings used as adverts in car magazines, as well as various glasses of milk that, by inputting the chemical compounds of each into the Keyshot algorithm, could even distinguish between skimmed, semi-skimmed, and full-fat!
The same principles apply to renders. In Keyshot, the first thing I do is import the data I want to render, and start laying things out to get the composition right. Camera settings also contribute to the composition: as a rule of thumb, I usually stick between 50mm and 80mm lenses. These are typically what photographers use for portrait and product photography, as it replicates what our eyes naturally see.
Adding displacement maps, refraction maps, specular maps etc. are great ways of adding these surface imperfections. Combining these textures, along with the three golden photography rules, will help create realistic images could one day be on the front of a magazine. Now the only thing left to decide is; would you like to advertise cars or milk?
I'm starting to see a lot of "Keyshot experience required" on job sites. It's bad enough that designers are limited to the subset of jobs that happen to use the software one knows, but now it seems there is an extra layer with Keyshot. As far as I can tell it is just a stand-alone rendering engine...somewhat redundant to me since VW finally has a pretty good rendering feature built in. What makes Keyshot worth laying out $2,000 and why is it suddenly such a hot commodity? Does Vectorworks have an export option to it? Does anyone else find this puzzling?
You're talking apples and oranges really. Keyshot is aimed at product design and small object still rendering - as well as automobile renders with backplate and HDRI lighting. It excels at this and is industry standard for most product designers. It is not really suitable for interior or exterior architecture or entertainment renderings. I'm sure nothing is impossible, but if you look through their gallery, you will see it is mostly product driven. It's fast and easy to use without a lot of fuss, but not really something you can compare to Renderworks.
Thanks for the quick reply, but I'm an exhibit designer. I do mostly museums (which are interiors, of course) but also do trade show exhibits, retail environments, store displays, etc. It's mostly interior design focused although sometimes I do exteriors. When I do exteriors, however, I just render the display/exhibit/interactive component and insert it into a site photograph via Photoshop. Sorry for the long description, but these are the projects for which I'm seeing Keyshot being required. Are these companies talking apples and oranges, too? It seems to me that I don't need this if I have Renderworks which is much improved since migrating to the C4D rendering engine. It works for me just fine. I don't need a redundant application. Is this something I should explain to my potential clients or would I just sound "behind the curve"? Thanks again for the reply. As a one-man-shop I can get pretty isolated in pondering what technology is worthwhile and which is simply the latest shiny thing getting attention.
I find Renderworks cumbersome to work with and limited in ease of use, but everyone is different. I use Cinema4D with Corona render engine for 99% of my work. I think it comes down to personal preference. Can you get similar renders to Keyshot or Cinema out of Renderworks - probably. Will it take you 5 times as long - probably. There are just so many options now for rendering, it really comes down to the artist more then this renderer can do X and this one can only do Y. The only way you will know is to try it for yourself. Keyshot has a free trial - download it and take it for a spin. Maybe it will increase your productivity. With everything, there is a learning curve. Keyshot offers real time ray tracing - so you can see your render in seconds rather then minutes - once you start lighting things this way, there is no going back (hence my apples to Oranges comment).
Keyshot has evolved over the years from a mainly product and furniture render package to something that you can do full interiors these days. It's a really nice standalone render software, one of its best points is that the learning curve is far simpler than say 3ds max, yet still achieving great results ?
@MHBrown I personally think if you're going to hire someone what software they use shouldn't be top of the list, if you really want someone on your workforce you would offer them some kind of training period, although I do understand we live in a fast paced world, and employers want results yesterday. Have you looked at Twinmotion ? free to download until early November ?
I use Keyshot daily, though mostly processing models from TouchCAD. I agree that it's more focused on product visualization rather than architectural renderings. For product renderings, it's phenomenal. You get from A to B quicker than anything I have tried, and it looks good too. The edge is smaller on architectural renderings though it can for sure be done, especially if you make use of the VW texture library.
Keyshot actually communicates fairly well with VW in a number of file formats. DXF, DWG, STEP, IGES, Parasolids, 3DS, Collada, FBX, OBJ, SAT, STL, and Rhino can all be imported, with more or less success. Textures works with many of the more graphics oriented formats, though the output seems to be a bit sketchy from some VW generated file formats, at least as seen from Kesyhot point of view. File formats with proper normals are much preferred for rounded polygon based objects, as Keyshot has an inherited weakness in that it does not handle recreating the rounding well (unlike most other rendering programs I should say). This has sometimes been a problem with files coming from VW, as the normals have not worked well in some recent versions and formats (including RW I may add). Haven't done too much experimenting with VW 2020 though in this respect.
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