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)

Summary


In this chapter, we have learned how to import our models into KeyShot by clicking on the Import tab from the main viewport, and we have also taken a look at creating material template, which is a newly added feature of KeyShot 3. We have also gone briefly over the three major tabs that can be found in the Project window, which are the Scene, Material, and Environment tabs. Lastly, we mentioned during the chapter that there is also a separate material properties window and a properties environment window, both of which are in charge of controlling the look of our materials and lighting.

Now that we have an understanding of how our workspace is structured and we have learned how to bring models into our scene, we will discuss in the next chapter how to apply materials and textures. We will review what each parameter does and how it differs from other traditional rendering applications.