Excellent vid. Would be great to know see a tutorial on rendering cool close-up details of products!! I'm struggling to use physical lights and highly reflective metals and get good results.
This tells alot about Keyshot ridiculously bad render optimization. 9 hours on two CPU's for a single object render that could be done in around 10 minutes on highest render settings in UE5. Unfortunately it becomes obsolete rapidly.
You can't compare unreal engine to a production output like KS it's not the same market. UE is brilliant for what is delivers but it's not aimed as the same market.
I think that's a bit of an over-generalization. Sure, UE5 is fast. It's also very different from KeyShot in how it creates images and what shortcuts it takes to get you to a finished image. This took as long as it did partially because I did not use any denoising to take care of the noise. As another viewer pointed out, the market of users who use KeyShot and UE are very different. KeyShot is going to be slower because it's literally tracing every ray of light and its interaction with materials around it. It's been used to calculate accurate caustics, perform quality control on razorblades, the color of milk based on fat content, and the pre-viz of light in a space before installing a skylight into a building. All those real-life applications rely on accurate data, not 'visual approximation' and for that, you wait longer. Also, seems like Unreal Engine has a team of about 350 people. KeyShot has about 50. Apples and oranges, my friend.
@@WillGibbons I get fireflies after 12000 samples render. That should not be an issue at all with physically accurate materials. Normal maps are still not working properly if you have lights and GI in your scene. etc etc
I've not run into the issues you just mentioned, so it must come down to user error. If you are so against KeyShot, why watch my video on it to begin with?
Do a tutorial for in-context renders of wearables on body! BP monitors, Apple Watch, running armbands, etc. I've been looking for a good tutorial for this, but I haven't found any
Great tutorial as previous. just a question about labels ! Why can't we apply labels on one side only in ALEMBIC animated geometries? coming from blender except for planar but not for UV wrapping. thanks for the answer, even if there was not
Hey! Sorry, I've got very little experience with alembic files being imported into KeyShot. And the few times I've done it, I have not tried adding labels into the equation. I'm not sure. My guess is it's simply not something Luxion has coded into KeyShot. I suspect very few users are trying to do this, so I'd not be surprised if Luxion simply hasn't added support for this.
Great info man love your videos! with my animations though they obviously take longer to render. What would you suggest hardware wise would speed that up? Graphics card? Higher core cpu?
Hey! Good question. It's hard to offer a simple answer, but I have an in-depth article about this very topic on my website: www.willgibbons.com/computer/
Thanks for the comment! Unfortunately, that's not a capability within KeyShot. You'd need to perform the deformation in another software, then export that deformation into KeyShot using something called Alembic sequence. And in a future release, you should be able to import FBX animations too with deformation.
Contrast to zero! I see what you did there, nice! One comment concerning the specular color, it’s subtle but I try to never go full white. Highest I go is 98% because as far as I know materials in real life never have 100% white spec color.
Fair enough. I would probably be a bit more conscious of that fact if I'd not gotten so used to rendering out 32-bit data. It's easy enough to push and pull some of those values in DaVinci Resolve, so I probably rely on that a bit too much.
@@WillGibbons Yep! 32-bit renders offer what feels like unlimited control in post. You’re also lighting in an environment which is a lot different than the white/transparent background in the product renders I most often create. Again great video! 👍🏼
If there is a way, it's not easy. Short answer, no. If you get really clever and maybe experiment with the ground material or emissive material then maybe? But probably not the way you want to.
I hope you do some smokes/mists just like the candle :) love your tutorials!!
Thanks! That would require a different software, or using the same technique but with video maps.
Excellent vid. Would be great to know see a tutorial on rendering cool close-up details of products!!
I'm struggling to use physical lights and highly reflective metals and get good results.
Hello, I love your tutorials. Do you recommend for videos to edit? Davinci? Thanks
Thank you! Yes, I use DaVinci Resolve. I love it a lot!
You're the best! I'm with a work prove, wish me luck 🤞:)
This tells alot about Keyshot ridiculously bad render optimization. 9 hours on two CPU's for a single object render that could be done in around 10 minutes on highest render settings in UE5. Unfortunately it becomes obsolete rapidly.
You can't compare unreal engine to a production output like KS it's not the same market. UE is brilliant for what is delivers but it's not aimed as the same market.
@@michaeljarcher and yes, you can't compare, because UE5 renders are amazing
I think that's a bit of an over-generalization. Sure, UE5 is fast. It's also very different from KeyShot in how it creates images and what shortcuts it takes to get you to a finished image. This took as long as it did partially because I did not use any denoising to take care of the noise. As another viewer pointed out, the market of users who use KeyShot and UE are very different.
KeyShot is going to be slower because it's literally tracing every ray of light and its interaction with materials around it. It's been used to calculate accurate caustics, perform quality control on razorblades, the color of milk based on fat content, and the pre-viz of light in a space before installing a skylight into a building. All those real-life applications rely on accurate data, not 'visual approximation' and for that, you wait longer.
Also, seems like Unreal Engine has a team of about 350 people. KeyShot has about 50. Apples and oranges, my friend.
@@WillGibbons I get fireflies after 12000 samples render. That should not be an issue at all with physically accurate materials. Normal maps are still not working properly if you have lights and GI in your scene. etc etc
I've not run into the issues you just mentioned, so it must come down to user error. If you are so against KeyShot, why watch my video on it to begin with?
Do a tutorial for in-context renders of wearables on body! BP monitors, Apple Watch, running armbands, etc. I've been looking for a good tutorial for this, but I haven't found any
Great tutorial as previous. just a question about labels ! Why can't we apply labels on one side only in ALEMBIC animated geometries? coming from blender except for planar but not for UV wrapping.
thanks for the answer, even if there was not
Hey! Sorry, I've got very little experience with alembic files being imported into KeyShot. And the few times I've done it, I have not tried adding labels into the equation. I'm not sure. My guess is it's simply not something Luxion has coded into KeyShot. I suspect very few users are trying to do this, so I'd not be surprised if Luxion simply hasn't added support for this.
I loved this tutorial and the insights you gave to us about some of your post-production process! I love Davinci Resolve!
It's a rad program! Thanks man!
Great info man love your videos! with my animations though they obviously take longer to render. What would you suggest hardware wise would speed that up? Graphics card? Higher core cpu?
Hey! Good question. It's hard to offer a simple answer, but I have an in-depth article about this very topic on my website: www.willgibbons.com/computer/
Great tutorial. Could you please make a tutoral of a flexible product. Like the product getting bend or twist. Is it even possible by keyshot?
Thanks for the comment! Unfortunately, that's not a capability within KeyShot. You'd need to perform the deformation in another software, then export that deformation into KeyShot using something called Alembic sequence. And in a future release, you should be able to import FBX animations too with deformation.
One question: How do you activate the render samples test when you use the "region render" tool?, Awesomes all your videos
You should be able to use ctrl+shift+r to create and disable a region render.
useful as always thanks man. you're awesome
I never miss an opportunity to barbeque something on top of my CPU while rendering
😂😂😂
Contrast to zero! I see what you did there, nice!
One comment concerning the specular color, it’s subtle but I try to never go full white. Highest I go is 98% because as far as I know materials in real life never have 100% white spec color.
Fair enough. I would probably be a bit more conscious of that fact if I'd not gotten so used to rendering out 32-bit data. It's easy enough to push and pull some of those values in DaVinci Resolve, so I probably rely on that a bit too much.
@@WillGibbons Yep! 32-bit renders offer what feels like unlimited control in post. You’re also lighting in an environment which is a lot different than the white/transparent background in the product renders I most often create.
Again great video! 👍🏼
Awesome breakdown and very cool and witty tips, thanks!
Glad it was helpful!
Awesome video. Wish Keyshot had an option to add music as well.
I can see your point. However, I'm not aware of any render engine that does.
Is it possible to render an object and it’s shadow onto an object that isn’t visible to the camera? Not just the ground ?
If there is a way, it's not easy. Short answer, no. If you get really clever and maybe experiment with the ground material or emissive material then maybe? But probably not the way you want to.
@@WillGibbons thank you for the response figured if anyone knew it’d be you!
As always, learned some new techniques about amazing rendering, color correction and post-production. You are the best Bro!
🦫sensei
haha, thanks!