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. I hope that my info helps, I would be really excited to see texture painting in a future update! Adding the labels on top of that and you have a pretty advanced tool to do texture painting with. If you have a simple texture paint tool that can do both straight lines as well as painting by hand, you can make interesting paint schemes for the car while adding weathering and dust/mud close to the wheel wells. I'm thinking for example about vehicle design (which is shared a lot on this forum). I'm thinking mainly black/white maps as you can use these then to layer different materials on top of each other resulting in more complex materials and localized features. With Keyshot introducing UV-unwrapping a while ago, adding another layer on top of that where you can plug in the maps to the material graph and then alter them would allow for a workflow where you don't have to leave Keyshot. What kind of adjustments do you have in mind? Or better yet, what use cases are you thinking about? So you would like painting tools to adjust already mapped textures? Having tools to alter different maps from the material graph would be an amazing feature! Quote from: KristofDeHulsters on August 23, 2021, 07:26:23 AM KeyShot is widely recognized as the industry-leading visualization solution for design and engineering professionals on both macOS and Windows, and the easiest, most powerful when it comes to presenting concepts for design reviews, exploring digital prototypes, and creating final visuals for marketing and sales – all from your 3D data.Quote from: DriesV on August 24, 2021, 01:30:44 AM
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