![]() ![]() There are already other good tools for that. Ĭlients will happily accept that there might not be accurate global illumination or caustics, if I tell them to give me a few hours and I'll send an animation over to them or even showing them in realtime over Teams, that is worth SO much.Īs an industrial designer I wouldn't use texture painting, as clients don't want to see dirty/worn concepts. (ok, slight exaggeration, but you get what I mean). You can have an animation ready in the same time it takes to upload your project to a render farm. We've done product animations in Keyshot before, but stopped doing it because we simply don't have the time to wait for hours/days to get something usable out the door. and render it all out in a matter of minutes. I've been experimenting with Unreal Engine and Blender Eevee for product animations and it's such a godsend that you can set up a couple camera pans, an exploded view, etc. Jon, you mention a better realtime/preview mode. Sorry for the long post and thank you for reading to the end 3d coat alternative free#If we can have 2D projection painting in the viewport, that will allow us to change the geo and keep the painting and free us from UVing. And it has a big, blue banner in the middle.Īnd lastly, a good option for texture painting in KeyShot, in my opinion, is Projection Painting. We are often pausing to work in another program but we reference the real time preview of KeyShot a lot…. Move the “Paused” render banner from the middle of the preview window to the top or the bottom. ![]() More options for the seams in Tri-Planar. Things like align selected nodes horizontal / vertical, frames to put the nodes inside, different kinds of lines for the nodes connections, etc. Tools that help to order and view the graph. The selected nodes for moving are 0.2 shades of grey lighter for example Selections in the Material Graph are very hard to see. Color Adjust and Color to Number are hard to predict. Being able to make a bump map from any input. Some sliders have 4 decimals (or more) in which the numbers make a difference. Sliders with numbers that are more reasonable. Maybe inside the material graph? The Performance Mode is good, but texture nodes like occlusion or curvature are not represented, transparency it's hard to visualize, etc. A simplified 3D preview (specific for texturing) that is faster. A 2D preview of the texture that is being created for easier visualization. Splatter (to orderly or randomly distribute textures).Ĭreate individual shapes (squares, circles, polygons, etc) similar to the current Mesh node but just for one, non repeating, shape. Adding the possibility to create more complex maps / textures: Transformation node (like the current Mapping 2D node) that allows different mapping types in the texture maps node. Symmetric repetitions (radial repetition for example).Ī node that allows non uniform transforms for the texture. Adding the possibility to modify existing maps with: Some things I think are needed to improve the node system (some are already mentioned in this thread) and the texturing in general: And if you really need Substance Painter, it's $20 a month. There are free good alternatives for texture painting, like Quixel Mixer. If the requirements for using the painting system in KeyShot are the same that you have in Painter or Mixer, and you are already out of KeyShot doing retopo, UVs, etc, probably you will stay out doing texture painting too. If the mesh has a certain level of complexity (or not so clean geo) you will have to make the uv unwrapping in another app. Traditional texture painting in KeyShot will (probably) require a finished model (with UVs or with frozen vertex order in the case of vertex painting) and that is a lot less useful than the current node system that can adapt to changing geometry. So, having that in mind, I think that it will be more useful for users to have a better and expanded node system first instead of a new painting system (if we can have both, of course, that will be even better If you are modifying your model in Zbrush or in a cad program and you send it to KS, your textures and materials are preserved. In my opinion, the strongest point for texturing in KeyShot, is the independence from the geometry. In that line Substance Designer is my golden reference for a node system, I also use the nodes in KeyShot (a lot) and a little of Blender, Gaea and UE. And Substance Painter and Designer on the side. Like I said, I mainly use KeyShot with Zbrush. I know this post is long and rambling, but I love KeyShot and the synergy that it has with Zbrush. ![]()
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