![]() ![]() The last new material type we’ll cover is the new movie-based texture. It’ll make switching between them easier and more manageable. Essentially, this supports the definition of product colour ways in a single environment, containing multiple material definitions assigned to a single part. If you work with these, you’ll know that trying to build your own material to accurately represent them is something of a challenge in any system.Īlso introduced to this release is the ability to define multi-materials. There’s a new option for cloudy plastics. Related to this is the ability to throw on a Clear Coat to metallic paints - even with control over the thickness of that clear coat. You can also add in a transparency film, which allows you to quickly and accurately simulate anodising. Metals have been reworked with more accurate representations and are material specific for common metals including aluminium, copper, gold, nickel, silver, titanium and such. There are new dielectric materials (for glass, liquids and gem) which have a unit aware transparent distance - which, in short, lets you control when colour starts to be achieved in an object. There are also new materials for this release and if you’re working with transparent materials then this is a good release for you. ![]() There’s also been work done to bring proper units to the materials defi nition process, rather than relying on an arbitrary value. This release sees a complete reworking of the supplied materials library with some of the less than ideal materials being removed and many texture-based materials swapped out for procedural ones. Although it remains a ‘pro’ level feature - the existing materials dialogs and definition tools are still there. ![]() As existing users will know, KeyShot is moving towards using the Material Graph as the preferred method of defining materials. Materials is a strong focus for this release, from new materials (like the belting new Cloudy plastics) to more specific plastics, metals and much more Materials definitionĮlsewhere in this release, there’s been work done on the materials definitions - the lifeblood of any good rendering project. ![]()
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