Tag: keyshot

Keyshot and RoboCop

As a long time user of Keyshot (and Hypershot before it) it comes as no surprise at all to learn of it’s use on Robocop. It’s strength lies in the speed with which you can develop a look with Lightning fast rendering.

For any kind of visualisation, be it automotive, product, or proof of concept, the interactive nature of the software really keeps th work flow going. Drag and drop works everywhere, not least in dropping material shaders in to the active render window. Add the dynamic real-time HDR environment editing, and you really do find yourself ‘on fire’.

Read all about the experience of the designer/artist refining the Robocop suit by clicking the image below:

[fancy_images width=”550″ height=”120″]
[image link_to=”https://www.keyshot.com/robocop-concept-visuals-keyshot-vitaly-bulgarov”]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/vitaly-bulgarov-robocop-suit-keyshot-01.jpg[/image]
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HDR Products at Ten24

My good friends at Ten24 asked for the use of one of my models to showcase some of their excellent HDR images. Check them out HERE

I did a quick render using one of them in Keyshot:

[fancy_images width=”600″ height=”200″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2014/02/LotusEliseTen24.105a.jpg[/image]
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Check them out because you can never have too many good quality HDR’s.

 

Keyshot 4.2 is coming

KeyShot 4.2 Sneak Peek: Render Faster, Set Cores, Groups, Themes & Improved Import

A new season is definitely upon us. School is well under way and we’re announcing that KeyShot 4.2 will soon be available. As you know, we have a lot of great features in the 4.0 and 4.1 releases of KeyShot. The 4.2 introduces some new features as well, features requested by KeyShot users along with improvements to functionality, user interface and overall experience. We’ll be revealing the full list of features and updates early October, but want to share a core set of items we are excited to introduce.

KeyShot 4.2 Availability & Highlights

Currently, KeyShot 4.2 is in closed beta with a planned release date of early October. The following are a highlight of few of the new features and improvements coming to KeyShot 4.2.

Faster realtime render mode
See material, lighting and camera changes faster than ever before. The realtime render mode (max time / max samples) has been significantly improved and delivers much better results in shorter amount of time.

Set Core usage
Control how many cores KeyShot uses straight from your preferences. You now have the ability to set # of cores used by KeyShot from the Edit, Preferences menu. The minimum setting is 4.

Groups
Create and arrange groups in the Scene tab. You can now modify, group and rearrange the structure of the model hierarchy in the KeyShot Scene tab, as well as drag and drop parts and subassemblies from one group to another.

Themes
Choose from a light color theme or a dark color theme. From the Edit, Preferences menu, you can now set a dark KeyShot theme if you prefer that over the default lighter KeyShot theme.

Improved Import
The SolidWorks BETA importer (default on Mac) is more robust with the latest build. With KEyShot 4.2 we are also introducing support for Autodesk Inventor 2014. You can now import ALIAS files using a third option called “Object”. This will allow the user to import the file in their original structure. This may only be useful in certain cases, but at least it is an option now.

Sports Car Article

3D Artist Magazine : Issue 57

The latest issue is on sale now, and you can see an article somewhat misleadingly called back to basics, which provides an overview of designing, modelling, and rendering a vehicle. In this case it’s a futuristic one. I’ll add more renders soon.

[fancy_images]
[image title=”Sports Car” alt=”Sports Car”]http://www.scorpiocgi.co.uk/wp-content/uploads/2013/07/SportsCar_v005.103a.jpg[/image]
[image title=”Sports Car” alt=”Sports Car”]http://www.scorpiocgi.co.uk/wp-content/uploads/2013/07/SportsCar_v003.104.jpg[/image]
[image title=”Sports Car” alt=”Sports Car”]http://www.scorpiocgi.co.uk/wp-content/uploads/2013/07/SportsCar_v003.160.jpg[/image]
[image title=”Sports Car” alt=”Sports Car”]http://www.scorpiocgi.co.uk/wp-content/uploads/2013/07/image000006_001a.jpg[/image]
[image title=”Sports Car” alt=”Sports Car”]http://www.scorpiocgi.co.uk/wp-content/uploads/2013/07/SportsCar_v004_rgb000006.jpg[/image]
[image title=”Sports Car” alt=”Sports Car”]http://www.scorpiocgi.co.uk/wp-content/uploads/2013/07/SportsCarSupporting2.jpg[/image]
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scopriocgi

Busy Busy Busy!

There was a period of time where freelance work had all but petered out completely, which at the time was a complete disaster as I was working (or trying to) full time freelance. The unreliability and pressure of it resulted in some pretty drastic changes in my life. One was a return to full time employed work, coming by way of a design studio in Blackburn called Quarry Fold Studio. Lightwave positions are like hens teeth at the best of times, so this one was a gem. The type of work certainly took some time to get used to, as work is generally very fast turn around. There is certainly not the time to tweak and fiddle with shaders and textures. It’s bish, bash, bosh, its done. In theory at least, somethings just can’t be done like that, but it’s the aim.

In parallel with this, freelance work has picked up again. I’ve done five magazine articles recently, including an overview of designing, modelling, and rendering a vehicle using Lightwave and Keyshot (see issue 57 of 3D Artist for that), and another software review coming soon in the form of the latest release of Bunkspeed Pro, more on that in due course.

In addition to these I have cemented working relationships with two new clients, with whom repeat work occurs. The numbers quote I am providing has increased, though as has always been the case, the majority never become active projects. Many though don’t ever come back to you to confirm one way or the other, and if there is one thing I am hot on, it’s being professional, and that folks is not professional. However, it goes with the turf.

And in a good deed situation, I passed on a project with a prestigious company to another artist because the client required the use of Cinema 4D.

So 2013 has been a decent year in terms of work so far. Lets hope it keeps it up!

Luxion Keyshot 4.1 coming soon!

Luxion’s Keyshot is about to get a whole lot better!

4.1 will be bringing with it some cool stuff like toon shading (not high on my list of must have things, but worth having), but more interestingly procedural textures. This is something that can be a staple part of shading in 3D packages, so much so that you use them without even thinking about it.

Procedural Textures

Even better is focussed caustics, accurately simulating light refracted and reflected through/off an object. With the 4.0 update bringing enhanced lighting options, and expanded in 4.1 to control shadow defocussing, realism is about to step up even higher.

Focussed Caustics

This is a very exciting update, and you can find out a lot more by heading over HERE

Rolex Yacht-master II

As a follower of Rolex on Facebook, I was very taken with a new version of the beautiful Yacht-master II they posted. It was called the Blue Ceramic version, and differed slightly from my original incarnations of this time piece.

The shade of blue used on the bezel and face was different, along with the hands. Additionally, the seconds sub-dial has white numerals and markers again a blue backing.

I tweaked my model accordingly and re-rendered it in Keyshot 4.

[fancy_images width=”620″ height=”300″]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2013/05/RolexYachtMasterII_BlueCeramic.90a.jpg[/image]
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New Keyshot Renders

I decided this week in my down time to give Keyshot a workout with automotive rendering. Of course my trusty Veyron stepped up for some exposure (albeit in GT guise), but I also dusted off the Lotus Elise and Exige for an outing.

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_01.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_02.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_03.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_04.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_05.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_06.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_07.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_08.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_09.jpg[/image_frame]

[image_frame style=”framed” height=”75″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/07/Keyshot_Renders_10.jpg[/image_frame]

My intention is to replicate these in Bunkspeed Pro Suite at some future point.

 

A Tale of Two Softwares

Bunkspeed and Luxion

Back in my days at Ark, I modelled and rendered a mechanical dragonfly in Lightwave, which many people have seen. I recently got around to bringing it in to other renderers, namely Bunkspeed Pro Suite, and Luxion Keyshot Pro. This has been a slightly torturous process, namely because there seems to be several ways of getting the export and import process done, but there is always a caveat that catches you out.

[image_frame style=”framed” align=”left” title=”Dragonfly in Lightwave” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/lightwave1.jpg[/image_frame]

I had been playing with FilmBox, because the Lightwave scene is pretty complex, and exporting the individual components as OBJ files and then saving each transformed from Layout was just too laborious to consider. FBX seemed like the perfect tool for the job. Indeed getting the actual geometry out of Lightwave and into Keyshot for ProSuite worked flawlessly, however it seemed that materials were being re-assigned so that only one was created per model layer from Lightwave. The only solution would be to split surfaces in to separate layers, but that would then require a lot of reloading and parenting in Layout. Again, not really an option.

Just as an exercise in interest, I thought I’d show a little comparison of how it looks in, and render with both softwares.

Bunkspeed Pro Suite

[image_frame style=”framed” align=”left” title=”Dragonfly in Bunkspeed ProSuite” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/bunkspeedprosuite1.jpg[/image_frame]

The interface is very dark (black actually!) with all the main elements nicely integrated (should you wish you can moce and detach elements). This includes all the property panels for materials and cameras, as well as the main scene tree explorer. In addition there is the library of materials, textures, environments, and backplates. As well as locally stored assets, when logged in to your Bunkspeed account you have access to cloud based assets. This is a very strong feature as Bunkspeed update the cloud library with new assets. When selecting to use cloud assets, they are downloaded and integrated in to the local library for speedier access in future.

[image_frame style=”framed” align=”left” title=”Dragonfly Rendered in Bunkspeed ProSuite” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/bunkspeedprosuite2.jpg[/image_frame]

By default ProSuite switches automatically between performance preview mode and full quality iray render. It’s a system that keeps things moving quite nicely and usually doesn’t need changing. You can however force the use of preview or quality modes full time as required. This screen shot shows the performance preview mode. When it comes to rendering there is a definite lower threshold to the weight of geometry that can be rendered, which I believe is owing to the use of the GPU and GPU Card Ram (my nVidea Quadro4000 is 2gb). ProSuite definitely loves you more if you have multiple big CUDA compatible devices.

 

Luxion Keyshot

[image_frame style=”framed” align=”left” title=”Dragonfly in Keyshot Pro” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/luxionkeyshotpro1.jpg[/image_frame]

Keyshot has had a very similar interface for quite some time, and to be honest it’s not a bad thing. It differs to Bunkspeed’s product in having separate floating panels. It’s a very clean and simple interface as a results. Like Bunkspeed ProSuite, Keyshot comes with a very comprehensive library of materials, environments, and backplates. Unlike Bunkspeed, it’s purely local, with no cloud library to call on. One thing I find easier in Bunkspeed is a tablet rather than a mouse. ProSuite has specific tools for camera rotate, bank, dolly, and pan. A small matter, but noticeable all the same.

[image_frame style=”framed” align=”left” title=”Dragonfly Rendered in Keyshot Pro” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/luxionkeyshotpro2.jpg[/image_frame]

Keyshot uses two distinct display modes. Full preview render, or simple performance render. You toggle between the two modes. Less elegant than Bunkspeed’s method, but in some respects more responsive in action. My screen shot of Keyshot shows the performance mode rather than full traced mode. Ram is less of an issue with Keyshot as it uses your system CPU and Ram meaning larger scenes are easier to handle. the GPU is utilised for added bloom and vignettes (useful as these can be toggled on and off without the render being interrupted).

 

On Balance

This little comparison covers just using the main software on the most basic level, and doesn’t touch on the off-line final rendering. On general usability, there actually isn’t much to choose between the two packages, and that is one of the things I really love. They effectively originate from the same ethos. Luxion developed Hypershot and ceased licensing it to Bunkspeed, at which point it became known as Keyshot (v1.9). Bunkspeed subsequently licenses iRay from nVidia while Luxion progressed the development of Keyshot.

There are some things that I find easier in each package. Automotive rendering I find easier in Keyshot, and jewellery rendering I find easier in Pro Suite. The joy of having both is being able to be selective. So do I have a preference? Actually, not really, I’d be hard pushed to recommend one over the other. I will follow up soon with a little more detail on each package.