Book Image

KeyShot 3D Rendering

By : Jei Lee Jo
Book Image

KeyShot 3D Rendering

By: Jei Lee Jo

Overview of this book

Creating realistic images has been always a meticulous process where setting up the stage is a long and complicated task. KeyShot has simplified this process by allowing us to have a greater amount of control and flexibility in all aspects of the rendering procedure."KeyShot 3D Rendering" provides a series of exercises with a detailed explanation of each part of the pipeline, from importing our model, to texturing, lighting, and rendering. In addition, the book covers in detail how to use all the necessary parameters inside KeyShot and also explains alternative methods to showcase your work."KeyShot 3D Rendering" starts with covering all the basic principles and fundamentals of how to work and navigate in KeyShot. Throughout the book, there will be exercises that will guide and help you to complete the chapter's assignment. Also there will be an explanation of all the terms and parameters used in the exercises.You will learn how to use HDRIs (High Dynamic Range Images) as the primary source for lighting and also how to incorporate backplate images into a scene. You will learn how to create your own materials, textures, and labels. Lastly this book covers camera functions, real-time settings to improve the workflow of your assignments, and also rendering properties.The exercises in the book will provide you with all the tools necessary to bring your models to life and set up your own environment. You will learn how to adjust overall properties accordingly to maximize rendering output.
Table of Contents (13 chapters)

Texturing materials and methods


To complete our understanding of how to apply realistic materials onto our models, we will need to understand the process of applying textures. Inside KeyShot there are many ways to map an object in order to prepare it for the texturing phase. We previously mentioned the various mapping methods, as follows:

  • Planar X, Y, and Z

  • UV coordinates

  • Box

  • Spherical

  • Cylindrical

By default, when we first import an object to our scene, the UV coordinates method is automatically chosen as the standard mapping solution. UV mapping is often a long and tedious process in which we take a flat 2D image and place it or texture it onto a 3D object. This method is more commonly used by professionals in the entertainment business because of the high demand in quality.

However, the preferred mapping method for most of our needs will be the Box mapping approach. Using this method we do not have to worry about UV coordinates because all the textures placed onto our models will be done through...