Will, big fan of your videos for sure. Got a denoise issue. Love the feature but it won't let me render the image. I get the message that "the custom control quality setting is not supported with denoise enabled". Denoise makes it custom, I can't find a way around it ???
@@WillGibbons Thank you, you mean the Option dialogue :-) Tried it and it worked. Fantastic !!! If you ever need some cool samples for your channel, happy to share them with you. (Look me up online) Cheers
Hey Harald! Yes, I'm glad you found it! I'd be happy to take you up on the offer. You have 3D models for most of your designs? I'd have to think of a topic that would be a good fit. That would be an honor! Hit me up if you ever have any KeyShot/rendering questions: will@willgibbons.com Cheers!
@@haraldbelker7870 Are you still using Modo for working with polys - found your tutorial but Modo seems to die - nothing comprehensive for learning it as everything is outdated back to 10 years ago. Would be of great help to decide between Modo or 3dsmax and Maya to assist my Rhino workflow as SubD process is still very tedious there. Thank you!
Very useful video, I'm learning a lot with your tutorials. Do you know if there's a render history where I can check what settings did I used for a certain render?
Great explanation! I also wondering how you render the google home fabric cover(such as bump, mapping etc), it looks so realistic. I had trouble of rendering the fabric on this round shape, it always distorted.
Nice one! Again I think the custom settings are mostly the most powerful way to render. Unfortunately no one has dug deep enough to explain what’s behind the wheels. How the developers built their algorithms and the most important thing is to understand the Relationship between samples and the number of rays and the material settings. How they correlates. Long time ago Grant Warwick revolutionised the knowledge about rendering in Vray. The point was to get optimal number of subdivisions in relation to number of samples. Here should be the same formula. If your light is good you don’t need a lot of rays all you need is to rise the number of samples in your rough glossy materials for example, or the opposite. That obviously requires a lot of testing and knowledge about how this software calculates. I hope one day someone will crack this subject down to bones.
Thanks for sharing this. I admit, the conundrum with KeyShot is that it is intentionally simplified to avoid confusion. Whether it's over-simplified is a matter of opinon and will vary by user. I haven't seen enough documentation on Luxion's side to give me enough confindence in explaining in absolute clarity how to best use these settings. In my case, even if the renderings are 20% faster by optimizing the custom control settings, that 20% speed increase isn't enough for me to be bothered by testing different settings. I understand that someone with limited hardware resources though may benefit from that. I'll see if I can dig into it in the future. Thanks again,
@@WillGibbons Perhaps it is right not to bother. For the still image might be no difference. When you build a few minute’s animation and the standards are pretty high4K, 60 frames per second, you name it, then it is kind of matter. And 20 % maybe is not significant but who knows how much really you can save. And from my experience, if you have one object on background, fine, ignore it, when you start building physical lights and complex materials- no miracles to be expected. I can see how problematic is to get rid of flakes. No mention of volumetric light… Anyway, thanks goes to you, Will. Amazing learning material.
I like your channel so much. and thank you for teach the keyshot. I hope one day can you teach how to adjust the lighting car interior or house interior. ** sorry for my english is not good
Hi Will. Thanks for the great tutorial! Love your work. Regarding finding the samples I need, my Mac only shows me CPU samples, but I have a GPU-powered network renderer that I use. Any tips on a workflow? It's been a lot of guessing and checking.
I'd probably do the region render trick. Create a smaller region render, then set your samples, maybe start at 128, add the sample count to the name of the job you're submitting. Rinse and repeat this until you have 128, 256, 512, 1024 queued up. See if any come back looking smooth. Let's say 512 looks smooth but 256 does not. Try 384. Basically, this approach should let you hone in on the right sample count in a short period of time before committing to rendering a whole high-res image. Hope that helps.
Great and concise explanation, definitely considering your Masterclass. Could you possibly cover displacement maps? Trying to use these from Poliigon and it does not look great - jagged and faceted.
Hi, Dan! I`ve experienced this issue with downloaded and even custom displacement maps. I can't give you a definitive answer as to why this is happening, but I`ve found a workaround for it. Your best bet to get rid of jagged edges is to blur your displacement maps just a little bit (sometimes playing with resolution also helps, keyshot built-in maps are 2048x2048, 72 dpi). Hope it helps you get those sharp edges)
@@dlsHloe Yeah it's an annoying issue and I've tried adjusting certain parameters and using hi-resolution maps from Poliigon, and I just aren't able to get the desired effect. I will definitely try to add some blur in photoshop and see if that helps. Thanks for the tip!
You need to make sure you have increased the max triangles in the displacement node settings as well as reduce triangle size. This will allow for added resolution. Without doing so, the triangles stay large.
@@WillGibbons Thanks Will, this definitely helped a lot, I also think that some of the image resolutions from Poliigon (supposedly 3K) is quite low and when you get up close for those macro shots, it just doesn't look that great no matter how much I increase the triangle amount and reduce size.
great explanation thank you so much! I have just one quick question tho, the graininess makes my keyshot feel like it is laggy. I wanted to solve this by decreasing real time rendering in it but i couldn't find where and how to do it properly withouth damaging the finised render image's quality
Hi, that's becasue the render setings you set in the real-time view DO affect thefinal output settings. You can work in performance mode which will do what you ask, but you need to set the real-time render settings to your liking first before initiating the final rendering.
Hey Will - nobody in the internet breaks down all the possible performance settings like switching off certain materials (which doesn't work until now) or turn off shadows, Illumination and decreasing document size. I have a pretty fast graphics card and still I can't orient in viewport unless switching all off and decreasing image size to 1500 px which is a nightmare, otherwise KS stops when eg. switching from zoom to rotate view. Maybe you can do a tutorial on this how to increase performance at least for working with the scene and then setting all up for render. Would be very helpful as I am lost also with support - this ticket system is slow . Thank you
What version of KeyShot are you using? A few years ago, KeyShot added a feature that automatically turns on performance mode (when rendering in CPU mode) when the frame rate drops below a certain threshold. This should make it pretty easy to navigate. Alternatively, you can work in performance mode until you need to start focusing on the details of a material. What you describe is pretty odd. I don't think it's normal. What version of KeyShot are you using? What GPU do you have? Are you running out of Vram?
Hello, Will. Thanks so much for this tutorial! I have an issue that it takes about 3000 samples to render my image. What would be the possible reason for this? Is the only way to work with point lights where I can just make their samples bigger? Thank you so much
Well, GPU rendering does require many more... so if you're using GPU mode, then 10K is not uncommon to get images to be less noisy. Sometimes you can increase samples on materials of affected surface, which can help as well.
So, I rendered an animation on Keyshot and I couldn't find the final video in the specified folder, even after deep searching my PC, it's still no where to be found. Any help with that?
If the button is a separate body, you would use a translation animation to move the button down, then up. Is that what you're asking about? I'd recommend watching some basic KeyShot animation tutorials.
Again, another great tutorial. But what about video? It's great to use 128 samples for a single still frame, but what about 5 seconds of video with 24 frames per second? I have a decent computer, but it ain't a Cray! LOL
Same holds true. For some perspective... on commercial projects I've rented render farms and had to render 500 or more samples per frame at 1080p w/ motion blur and depth of field. Sometimes this means renting 512 cores and letting them render a single 5 second sequence (30fps) for 24 hours. Yes, sometimes that's the price I've had to pay to get what I want in an animation. Many people underestimate that and assume I just know how to make the program render faster. Another approach that can save time is either 3rd party denoiser (and intentionally) not rendering in KeyShot until images are noise-free, as well as an AI-upscaler. Ex. render at 720p and upres to 1080p. Hope that clarifies.
With 62 cores i'm sure you seldom have the need to delegate to the GPU but, in your experience how does it compare with CPU processing? In terms of result and efficiency or just a question of correlating numbers? [i was literally looking this subject up yesterday for a refresher. Thank you, this was easy to understand and to the point.]
I don’t use the GPU really, but will begin to soon. It can be faster for sure. And it’s worth noting that samples on CPU are not equal to samples on GPU (GPU requires more samples)