ZBrushCentral

Keyshot Question

Hi everyone,

I am using the Keyshot bridge plugin to take my model in to render, my problem is, I need to keep my model as one piece otherwise the the maps I import in to Keyshot won’t work on my model, but I can’t apply materials to separate bits of the model in keyshot as it’s all one thing.

Is there a way I can get my model into keyshot without breaking it up? I was hoping it might recognise the polygroups , but sadly no.

Any help would be most gratefully received

Many thanks.:):):slight_smile:

Duplicate the model and then paint the polygroups different colours. Once you send that duplicate to Keyshot, you can drag different materials to the different coloured groups.

Or you could:

Split your model into separate subtools based on its polygroups by using Tool>SubTool>Groups Split
Send that to Keyshot and add materials to the different subtools.

Thank youdillster I will try these methods.:slight_smile:

Duplicate the model and then paint the polygroups different colours. Once you send that duplicate to Keyshot, you can drag different materials to the different coloured groups.

I just tried that but it didn’t work for me.:frowning: How do I get keyshot to recognise the colours as separate? It just saw it as one thing? Is there some setting I need to use ?

Thanks again for your reply.:slight_smile:

Me too, same problem, and I’m also answering this in your other thread as well, so is Dillster. i think. /me opens another window!

On the Keyshot Import diagog, you need to tick ‘group by object’ and ‘separate materials by parts’. I’m at work now and can’t remember if that import option is in the version of Keyshot for ZBrush (I also have the full version which does have this). I’ll check later when I get home.

Thanks so much for taking the time to reply Dillster.

I am using the Keyshot bridge -Keyshot 5.3 for Zbrush, had a scoot around and can’t find the import dialogue box, maybe I am looking in the wrong place? Look forward to hearing your reply :slight_smile:

Thanks Mealy too :slight_smile:

Wait…
Dillster, you mean you dont just sit there waiting for us to have questions?
Seriously though, I dont know of KeyShot HAVING an import dialogue that actually does anything but crash KeyShot… Meaning the one in the File Menu, if I try to import .ZPR files it kills KeyShot sometimes with and sometimes without errors…

Uhoh MartianGirl, I have KeyShot 6 Pro and I dont have one either.
Another way to do this might be to use Groups Split under Split in the SubTool palette, but for me it doesn’t work, I have somewhat more than a thousand PolyGroups usually.

I tried the splitting into subtools to take over-that works fine, but then in keyshot I don’t understand how to get my maps to line up-tried everything-fiddling with them etc.

In Joseph Drust’s video he explained how to take your model with uv coordinates over to keyshot, that was fine when my model was all one thing- not split.

I tried then, to split into subtools and take over, so I can add materials to different parts-that worked fine, but the maps obviously didn’t fit my model and I can’t get them to align.

so close…but no cigar.:frowning:

Thanks for all your input too Mealy, glad to know I’m not the only one having trouble…not that I am glad you are having trouble.:slight_smile: :):lol:

Oh crap, this being in two threads I forgot that you were using UV’s
Sorry about that…
There has to be a way of doing this stuff, its sort of the fundamental use of a rendering engine you know?

I am a complete newbie to rendering and thought I’d take full advantage of the keyshot, as it looked straight forward in the videos.:slight_smile:

I’m hoping there will be some sort of solution, always good fun learning a new skill, just frustrating when you have tried everything, pressed every button and still no joy.:slight_smile:

It is pretty straight forward, mostly, but you jumped right into the deep end I think, as I did and we might have hit a limitation or two.
Im going to figure it out, even if it mean trying on the KeyShot forum where I never have any clue what they are talking about.
So, if its possible, we will figure this out!

Yeah, we sure will.:smiley:
We shall not be beaten by this.:slight_smile:

Sorry for the delay in replying. It’s a bank holiday weekend and well you know what that means. Partying and drinking.

Anyway, I forgot to tell you to ensure in ZBrush Render settings to untick Auto-Merge, and Tick Groups By Materials. This will allow you to drag and drop materials to groups in Keyshot.

Also I just realized in an earlier post I said to apply different colours to the polygroups. I should have said to apply different MATERIALS, not colours. Very sorry for any confusion.

Here is a screengrab of the process.

KS.jpg

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I hope that helps. You can still add colours to the polygroups for better visibility if you want to, but it’s the Materials you really need to apply so Keyshot can recognize your groups.

@Dillster:
This only puts materials on polygroups, which if you have as many as I do is not all that workable. But in MartianGirl’s case the needs to have materials go by UV, and UV’s in KeyShot are a bit dicy, they dont conform to materials in ZBrush.
What I have found is that I can PolyPaint Materials in ZBrush, and use FromPolyPaint in the PolyGroups pallet with varying results, but you loose all the original polygroups, the new polygroups are jagged as hell, and the edges between… Wait… um…

—Mid sentence edit:
I have a theory!
In UVMaster you can make UV islands for each PolyGroup by turning on (of all things) PolyGroups!
I have 1945 polygroups… expect issues…

You can unwrap with polygroups too, then apply materials to the polygroups. As for Keyshot and UVs, I don’t have any problems. Sometimes it selects box mapping, so all I have to do is change the setting to UV coordinates.