Zbrush 4r7 P3 Keyshot Bridge Crack 149

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Esmeralda Rusinski

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Jan 25, 2024, 2:22:12 PM1/25/24
to rioliastonop

The Maxon Support support answered as follows:
You can contact Pixologic direct for pricing options to upgrade your bridge license KeyShot 11. Once you have done this my team can get the license set up for you.

zbrush 4r7 p3 keyshot bridge crack 149


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Hi everybody, I have been playing for a while with keyshot and with the bridge. I am trying to imagine the workflow and have got the impression that once you export your model with subtools to Keyshot, build your scene there , you need to finish your work in the same session because even if you save it as a bip file , once you close the program you lose the live linking to your model. this means that the next time you will want to refine your model and render it with keyshot you will need to re position it an assign materials again . Did I get it right? If it is so it seems like a drawback to me. If I am right is there a workaround?

Another thing that looks like a drawback to me is the fact that it places the model ( or a subtool) in the center of the scene without the ability to decide if I want it in the center (or locked to the ground) or if I want it to retain the position in the scene. When you import an OBJ into keyshot (not the specific one for Zbrush) there is a dialog box that lets you decide if you want to center the geometry, snap it to ground or keep the original location. The way it feels in the bridge is like the camera adjusts itself to the size and of the object moves even if you locked it.

This is particularly annoying when working with a model (a tool) with various subtools. If you want to render the whole tool it will place it in the center. if you only want to render a subtool it will place that in the center, moving it from the original position in respect to the tool . This makes it difficult to build an retain a scene while updating your subtools , unless you always want to render (import them to keyshot) them all (wich takes more time with complex models).

Ok, what I found so far is that if you want to retain the position of a subtool in space in keyshot in a consistent way you have to scale and rotate your model within zbrush and not in keyshot. And also, since keyshot will always snap your tool or subtools lowest point to the ground , to retain its height in space you should always have another subtool in your ground height. say a ground plane. You can make it invisible in keyshot.
Anyhow, I re tried the process of closing and re opening both programs. This time it forgot the material I assigned and I had to reassign it.

Another weird manifestation of the same problem can be seen in these two renderings. Why would suddenly the camera change it`s height in respect to the floor when I render the man with it? I hope things like that will not happen with zbrush subtools

I guess you are right Thor , it is probably a matter of figuring out the right workflow method. For my first assignment in witch I used keyshot I did not have it resolved yet. I think that from now on I will use these methods and it will be ok.

I have bought the keyshot bundle and it works like a charm. The only problem is that when I tried to activate Keyshot on my second computer it tells me the license is already in use. The Bridge worked fine, its just keyshot itself that does not work for my second computer. Do I only get a Keyshot license for a single computer or is there somethign I have missed? It would be a pity not being able to use it on my second machine.

Does anyone have any experience with Keyshot for Zbrush? I am on the fence about going for this purchase of keyshot as i am not sure if there is a sound process in going from Zbrush, to substance painter and back to zbrush so that i render out via Keyshot for Zbrush.

One keyshot post says that it has to do with zBrush renaming subtools/parts with each new sessions.: Within Keyshot, the Part name is changed with each new session so Keyshot just ignores the previous material settings contained in their .BIP file.

Regarding the bigger picture rendering competitiveness you mentioned, that would be wonderful to do this all inside of zbrush. Of course I do want Zbrush to continue to be successful. It is such a great tool.

Sorry to be wordy.
As do probably some of you I have older models from Daz ,David 3 for one.
I also have Zbrush and its latest feature KeyShot.bridge.
The older models when they are imported in KeyShot look pretty good when rendered.
Here is what I would like to do.
I want to take a model, David 3 open it in Daz, apply maps, export it to Zbrush by way of GOZ.
There, I apply in polygroups (autouv with group).
Now all the maps from DAZ will fit the model if imported.,

Problem, I insert figure into scene, use goz to send figure to zbrush.
Subdivide (smooth off) export as obj.
Back in DaZ I go to figure>I add level of detail import obj as "daz scale" name it.
In parameters I select the figure to mesh resolution my obj is there.
I check it and ........the figure totally disappears.
Isn't anything about this stuff easy?

Figure is gone.
Steps involved.
1.Figure is inserted into scene, in this case David 3. Pose is defaut. Maps applied.
2.Figure is selected and goz button pressed.Figure comes into zbrush at 74510 .
With no other adjustment, figure is subdivided (smt off) Figure now is 292464.
Figure is exported as obj file
4 Back in DAZ original figure is selected. Menu>edit>figure>geometry>add level of detail is selected.
5.import geometry window opens. Zbrush obj is selected/
6.Under obj import options convert to dAZ studio has Poser (iunit+8ft) is selected
7.All boxes at botton of screen are selected. scale reads 24384%. Accept is checked.
Box to name mesh level is filled in.
8. Import takes a few seconds.
9. Figure is selected, at this point visible (I added a shirt at this point, as a tracker).
10. Inside the Resolution level box my obj is visble. I check the box, figure disappears, shirt remains.
Figure is nowhere inside windon. I check base, figure is back.

Ah, you mean using polypaint. Well, in that case I see no benefit in dividing in DS - you are just increasing the amount of data you need to move around. I'd also advise using OBJ export and then in ZBrush Preferences>Import Export>Import turn off the import of Polygroups and turn on Import Map as groups - that will reduce the number of parts when applying textures. It may be worth while, in DS, using the Geometry Edit tool to consolidate the surfaces that use the same maps. I haven't bought the Keyshot bridge or renderer so I can't give you advice on that, though I do wonder if you can't apply the textures as normal images to surfaces in that rather than having to go through polypaint.

In summer 2016 I was invited to present as a speaker at the Keyshot World 2016 Exhibition. In my presentation I talked about the ZBrush to Keysot bridge and its advantages for high resultion mesh rendering. The bridge allows for quick and easy rendering of literally millions of polygons without any reduction work like retopo & baking or mesh decimation.

Luxion sells a KeyShot for Zbrush HD and Pro license which come bundled with the Zbrush to KeyShot bridge. The KeyShot for Zbrush licenses support many features, but are only to use models from Zbrush. Read more here.

From ZBrush, it is now very easy to send your finished model to KeyShot with the KeyShot bridge. Just go to the Render menu and in the External Renderer palette, click on the button KeyShot, then, do a BPR render to send your model automatically to KeyShot.

For my renders, I used Keyshot and took advantage of the Zbrush to Keyshot bridge to instantly import my models there without any hassle.
The final images and some post-process passes were composited in Photoshop.

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