KeyShot Studio
Materials
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Advanced
The Advanced material is the most versatile of all KeyShot Studio material types. There are more parameters in this material than in any other. With this variety of parameters, materials such as metals, plastics, transparent or cloudy plastics, glass, leathers and diffuse materials can all be created from this singl...
Materials
Advanced Materials
Materials
Animation Node Types
The Animation nodes are unique in that they allow you to create changing parameters of your materials. When you add an Animation node to your material, it will automatically be added to the animation timeline as well.
Materials
Anisotropic
The Anisotropic material type gives you advanced control over the highlights on the material surface. On other material types that have a single “Roughness” slider, increasing this value causes the highlights on the surface spread out evenly in all directions. Anisotropic gives you control over the highlight shape b...
Materials
Area Light
The power of the light can be controlled in either Watt, Lumen or Lux. Lumen or Lux are recommended for best results. The choice between Lumen or Lux depends on the preferred workflow.
Materials
Assigning Materials
To assign materials to models, drag and drop them from the Materials library onto a part in the Real-time View or in the Scene Tree. Before you drop the material onto the part, you will see a preview of the material on the part beneath the mouse cursor. The material will not be assigned until you let go of the left...
Materials
Axalta Paint
This slider provides controls the reflection on the surface. Increase the value to get more reflection intensity.
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Basic Materials
Materials
Bubbles
The Bubble Limit slider allows you to limit the amount of bubbles used. The limit is per object, not the the overall for the material in the scene. The limit value is expressed in millions.
Materials
Bump Add
Combine two bump texture maps or procedural textures. Control their interaction by defining the Ratio and Weight in which the two bumps are visible.
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Color Adjust
Colorize and/or modify the existing color of a texture map or procedural texture by adjusting Hue, Saturation, Value, and Contrast. Each of these parameters can be textured.
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Color Composite
Color Composite nodes are commonly used create Opacity masks from multiple textures or to add gradients to textures.
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Color Fade
The Color Fade animation node allows you to create changing parameters of any of your custom material color swatches.
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Color Invert
Invert the color of a source texture map or procedural texture. This is commonly done to convert glossiness maps (white = perfectly shiny) to roughness maps (white = maximum roughness), or invert opacity masks.
Materials
Color Key Mask
Mask a specified color within a texture map or procedural texture. Control the strength of the mask by adjusting Tolerance and Fuzziness.
Materials
Color To Number
The Color To Number node converts color values to number values. This is usually done implicitly such that black is zero and white is 1, however there are times where you need more control. This is quite useful, for example, with roughness maps where you can use Color To Number to easily map a gray scale image to go...
Materials
Copying Materials
When copying materials it is important to decide if you want separate versions of the same materials or if the materials should be linked.
Materials
Curve Fade
The Curve Fade animation node allows you to add changing parameters of any of your numerical properties within your custom material. To see the which parameters you can change for a specific node, connect the Curve Fade animation node to the + socket.
Materials
Cutaway
Simply add the geometry you want to use for the cut, place it so it cuts into your model and assign the cutaway material to it.
Materials
Dielectric
Roughness on this type of material will spread out highlights on the surface similar to what you see on non-transparent, materials. However, it also spreads out the light that is transmitted through the material. This is used to create a frosted glass look.
Materials
Diffuse
This setting controls the color of the diffuse material. Select the color box to display the Color Picker and select the desired color.
Materials
Diffuse Parameter
The Diffuse parameter will be found throughout many of the material types.
Materials
Displace
Use the Displace node when you want to transform the surface of the object. Add a Displace node to the Geometry socket of the root Material node, then add a Texture Map to the Displace socket of the Displace node.
Materials
Editing Materials
There are multiple methods of navigating to the material properties to make changes, but all editing is done in the Material Tab of the Project Window.
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Emissive
Hide the emissive material from the camera, but the emissive material will still emit light.
Materials
Flakes
Use Flakes when you want your object to be made up of flakes of a specific material. Add Flake node to the geometry socket of the Root node.
Materials
Flat
Click the color box to launch the Color Picker, which allows you to select the color of the material. The flat material has no shading or other surface properties. It will show the solid color you have selected over the entire part that the material is applied to.
Materials
Fuzz
The Fuzz node enables you to add randomized, hair-like growth from the surface of any material. To make the fuzz appear on your geometry, connect the Fuzz node to the Geometry socket of the root Material node.
Materials
Gem
Roughness on this type of material will spread out highlights on the surface similar to what you see on other, non-transparent, materials. However, it also spreads out the light that is transmitted through the material. This is used to create a frosted glass look.
Materials
General Parameters
Each material has its own set of parameters, which can be adjusted to get the exact appearance you are going for.
Materials
Generic
The Generic material type is based on the Disney BRDF shader. When you use the Material Importer to import materials such as a Unified 3D Material (.u3m) or Substance Painter Project (.sp) their properties will be mapped to the properties of the Generic material.
Materials
Geometry Node Types
The Geometry nodes will transform the shape of your geometry in a non-destructive manner. This way you can always replace the material and the geometry will return to the original shape.
Materials
Glass
This sets the overall color of the glass material. Click the color box to open the Color Picker and select your desired color.
Materials
Glass (Solid)
This controls the overall color of this material type. When light enters the surface, it will take on the color set here. The amount of color that you see in this material is highly dependent on the transparency setting as well. If you have set a color, but it looks too faint, skip down to the transparency section.
Materials
Ground
Controls the contrast for specular reflections. Can be used to enhance reflections on light backgrounds.
Materials
IES Light
When using IES Light, you will need to load an IES profile by clicking on the folder icon in the editor. As soon as you load the profile you will see the shape of the IES profile in the material preview. You will also see the shape in form of a mesh in the Real-time View.
Materials
In-Project Library
The “In-Project Library” is found in the lower half of the Scene tab (under materials) and in the Material tab below the properties of the current material. Here all materials in the scene will be represented in the form of material ball thumbnails or in a list view.
Materials
Light Sources
In KeyShot Studio, physical lights are designed as materials that may be applied to parts. Any geometry can be turned into a light source. You can either import new geometry, use existing geometry or add a primitive (Edit > Add Light…). Light sources are labeled in the Project Window > Scene Tree by a light bulb ico...
Materials
Link Duplicate Materials
The Link Duplicate Materials feature enables you to quickly locate and link materials from your scene, that are exactly the same. This can be an easy way to help clean up your In-project Library.
Materials
Liquid
This controls how much light will bend or “refract” as it passes through parts that have this type of material.
Materials
Mapping 2D
This node enables you to synchronize and control the position of your textures and labels in one place.
Materials
Material Graph
The Material Graph facilitates advanced material editing/creation. The feature is available only for users of KeyShot StudioPro.
Materials
Material Graph Node Groups
Node Groups are customizable, collapsible node containers, that can help you keep your Material Graph organized and tidy. Node Groups also make it easy to reuse parts of your Material Graph.
Materials
Material Graph Nodes
Nodes are displayed as boxes in the Work Area. Each node has different input and output channels (sockets) depending on the type.
Materials
Material Graph User Interface
There are five components of the Material Graph window: Menu bar, Ribbon, Materials & Textures Library, Material Properties, and the Work Area. Each area is explained below.
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Material Library
In the KeyShot Studio Library’s Material tab you can find a number of material presets, that you can apply to your model.
Materials
Material Node Types
Initially, setting up material nodes is the same as setting up materials in the Material tab of the project panel. But with the Material Graph you can set up much more advanced materials using a combination of nodes. One thing you can do is add multiple bump textures to your material using Utility nodes.
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Material Types
Material Types bring the power to quickly apply real world, physically accurate material properties to your parts. Each Material Type comes preset with settings to quickly apply or change material with the option to adjust each setting as desired. There are four categories of KeyShot Studio Material Types.
Materials
Materials
The sections here cover where to find materials, how to work with materials, general material parameters, and all of the material types and their parameters. Since KeyShot Studio is designed for anyone to create realistic visuals, an understanding of these concepts is not necessary, but can help you gain a deeper un...
Materials
Measured
Materials
Metal
The Metal material type gives you the option to control the metal by Color or by Measured material preset or by importing a complex IOR file.
Materials
Metallic Paint
The clear-coat settings control the top clear-coat layer. Settings are unit-aware and can have a bump map applied that does not affect the base coat.
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Multi-Layer Optics
Allows you to enter/edit the entire material, including all layers in plain text.
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Multi-Materials
Any material can be turned into a Multi-Material (Pro feature) to facilitate non-destructive material swapping, variations or color studies. The Multi-Material allows you to cycle through a variety of materials within a single “container” material.
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OpenPBR
OpenPBR is a surface shading model that is developed by the Academy Software Foundation as a standard for Computer graphics. The goal is to ensure accurate modeling of most computer graphic materials across different tools.
Materials
Paint
This controls the intensity of the clear-coat. 1.5 is a good general starting point. If a more shiny paint is desired, increase the value. Bringing the value down closer to 1 reduces the clear coat effect. This can be useful for making a matte finish.
Materials
Planar Light
Similar to an Area Light, the Planar Light is a material type that will give you diffuse lighting. It will also function similarly to a flood light, but gives you additional flexibility through its spread angles.
Materials
Plastic
This controls how much light will bend or “refract” as it passes through parts that have this type of material. The default of 1.5 is accurate for simulating most types of plastics, but you can increase the value to create a more dramatic refraction within the surface.
Materials
Plastic (Cloudy)
This sets a specific color for the internal cloudiness of the plastic.
Materials
Plastic (Transparent)
The Plastic (Transparent) material provides the basic settings needed to create simple plastic materials. Set the diffuse (overall color) and add some specular (reflections), then adjust the roughness. This is a very versatile material type that is used for anything from concrete to woods.
Materials
Point Light
Here, you can choose the color the light will cast. For accurate lighting colors, use the Kelvin scale to select accurate lighting temperatures.
Materials
Poliigon Textured Materials
Poliigon textures in KeyShot Studio are encrypted and can only be used inside KeyShot Studio. Below is a cross-reference for all KeyShot Studio Materials using Poliigon textures, If you need the textures for other purposes.
Materials
Random Color
Add color randomness to geometry that is assigned a solid color, texture map, or procedural texture. This node allows to randomize hue, saturation and value on a per-curve basis. This can be useful to create additional detail and variation in otherwise homogeneously colored curves.
Materials
Random Texture
The Random Texture node allows you to add texture variations to your parts and make them look more natural. Simply feed multiple different texture maps into the Random Texture node before connecting it with a part.
Materials
Random Value
The Random Value node allows you to randomize most inputs in the Material Graph. You can set a range between a minimum and a maximum value, this will assign each part a random value within that range.
Materials
RealCloth
The RealClothTM procedural material enables you to create woven fabrics, with your custom weave patterns, detailed down to the ply. And make the cloth appear even more tactile with flyaway fibers.
Materials
Refractive Index
Refractive Index is a material parameter that is found in multiple KeyShot Studio material types. The term might not be familiar, but refraction is something that is seen every day. A good example is when a person sticks their hand in a pool. The light is bent, or “refracted” and the arm looks broken.
Materials
Roughness Parameter
The Roughness parameter is another setting that will be found on multiple material types in KeyShot Studio.
Materials
Saving Materials
Once you have gone through either step, a dialogue will prompt you to designate a destination folder in the material library. After the folder location has been selected, the new material will be saved to the library.
Materials
Scattering Medium
With scattering medium you can simulate particle scattering to create such effects as fog or smoke or volumetric lighting such as visualizing beams or rays of light.
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Special Materials
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Specular Parameter
The Specular parameter is another parameter that will be found with many material types.
Materials
Spotlight
Sets the angle that determines the size of the beam – the higher the angle the wider the beam.
Materials
Texture Node Types
Initially, texture nodes are the same as adding textures in the Material Tab of the Project panel. But with the Material Graph you can set up much more advanced materials using a combination of nodes. One thing you can do is add multiple bump textures to your material using Utility nodes.
Materials
Thin Film
Materials
Toon
This will control the number of interior contour lines in the toon sketch. The value determines the angle of the curvature where contour lines will appear. A lower value will increase the number of interior contour lines and a higher value will decrease the number of interior contour lines.
Materials
Translucent
This controls how deep light penetrates into and through the surface depending on the units set under Edit > Set Scene Units. The higher your translucency value, the more of the subsurface color you will see coming through the surface. Higher translucency values will also create a softer looking material.
Materials
Translucent Medium
The TranslucentMedium material type provides control over subsurface scattering properties that are found in many skin, plastic and other materials. Compared to the basic Translucent material type, this generally will resolve faster.
Materials
Utility Node Types
Utility nodes allow you to combine, modify and add to other node types.
Materials
Velvet
This is light that is scattered across the entire object and is especially apparent in the shadowed areas of the object. It can be used to give an overall soft look to the surface. The color of the backscatter light is set with the sheen control.
Materials
Wireframe
This controls the overall color of material, excluding the wires.
Materials
Xray
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