I've been puzzled for a long time about how to properly link Poliigon materials to KeyShot. After watching your explanatory video, I've had an epiphany - thank you so much! This video has been a huge help to me.
Useful tips, especially the part of linearizing textures is something I never would have thought about. A metalness workflow video would be very appreciated. Thanks a lot!
It's easy to forget. While you can technically get away without doing it, it's just nice to know why colors might shift or gloss/specular values look different.
thank you for this video, I am trying to create, "poured concrete" texture from poliigon, according to your cheat sheet (big thanks btw). the package has metalness, I have keyshot 10, so what kind of material I should use to link metalness, because "metal" didn't have a Metallic Socket. Also it does not have REFL, so my specular socket stays epty in a way. Thank you for your videos, I hope you know how much we appreciate as beginners :)
Hi Will, this tutorial was a total life saver, so thank you! One quick question: some of Poliigon's metal textures have the color info in the reflection/specular map. When I add a color 2 number (to bring out the details) it turns it black & white... Is there a way to avoid this?
I'm not certain with the limited information I have. I would suspect you would not want to use a color to number to change that value. Only the 'contrast' setting if you need to linearize that texture.
I downloaded a Stainless steel Material from Poliigon. When going trough the step-by-step Cheat Sheet, in the Metalness workflow, it says you need to plug the Metallness.png in the Metallic node. However, I cannot see that node in the material list (texture connection). Or should I start with a Metal material iso Plastic?
@@WillGibbons No, I wasn't using the Generic material. Now I did, and I can see there is indeed a Metallic option in the list. Thanks a bunch! (Awesome tutorial btw.)
Hello~ I have a problem that im trying to move multiple procedural texture like spots and noise at the same time, is there any way to do that in keyshot or there isnt?
You have to use a color composite node to do that. You use the blend modes in there like Photoshop layers. I hope that makes sense. Otherwise look at KeyShot's online manual for color composite node.
Sorry for the confusion. It's in the file vault and called 'PBR Materials Sheet'. You'll find it near the bottom of the images just like all the other project files.
setting the value in the specular map too high might break the law of conservation. for nonmetal materials, it represents the F0, which should be around 0.02~0.05 in linear space. that's why it's so dark in the original specular texture.
Good question. I'll start by saying I'm not certain, but F0 only pertains to specular reflections where angle of incident is zero. And regarding law of conservation, that's just stating that a surface can't reflect more light than it receives. All KeyShot mateirals obey this law unless you're using emissive/light materials. Given my limited use of other render engines, I'm not sure if KeyShot treats specularity differently, but if don't adjust the specular or reflectance map to cover a wider range of values, the materials simply don't appear correct. So, in my experience, this is what's required to get these mateirals to render correctly in KeyShot. But if you have suggestions on how better to get the spec value to read correctly, I'm interested. Thanks for your comment!
I've been puzzled for a long time about how to properly link Poliigon materials to KeyShot. After watching your explanatory video, I've had an epiphany - thank you so much! This video has been a huge help to me.
Cool. I'm happy to hear that!
Useful tips, especially the part of linearizing textures is something I never would have thought about. A metalness workflow video would be very appreciated. Thanks a lot!
It's easy to forget. While you can technically get away without doing it, it's just nice to know why colors might shift or gloss/specular values look different.
Awesome video Will. Thanks for always providing clear and concise training info.The cheat sheet will live on on my desktop
Awesome! Happy to help :)
This was super helpful. Looking forward to the Metalness workflow video :)
Great information about the materials! It will make my work much more efficient as I won't have to test each file to find the one that works.
I'm happy to hear that!
Super helpful! Thanks for making this video Will.
Hi Nadeem! Happy to hear from you. And that you found this one helpful! :)
wow !! tiempo atras te habita consultado de como usar PBR en Keyshot !! y boom ! increíble y muchas gracias !!!
Cheers!
Very useful. Yes, Yes if you can cover the Metalness workflow too would be amazing. Thank you, Will.
Noted!
finally a great guide, thank you sooo much!!
Cheers!
Yes, please do a metalness workflow video. :)
Thanks. Until then, the cheat sheet you downloaded should help out!
thank you for this video, I am trying to create, "poured concrete" texture from poliigon, according to your cheat sheet (big thanks btw). the package has metalness, I have keyshot 10, so what kind of material I should use to link metalness, because "metal" didn't have a Metallic Socket. Also it does not have REFL, so my specular socket stays epty in a way. Thank you for your videos, I hope you know how much we appreciate as beginners :)
Hi, the cheat sheet should say to use the 'generic' material type. Not metal. Generic material should have metalness socket.
Hi Will, this tutorial was a total life saver, so thank you! One quick question: some of Poliigon's metal textures have the color info in the reflection/specular map. When I add a color 2 number (to bring out the details) it turns it black & white... Is there a way to avoid this?
I'm not certain with the limited information I have. I would suspect you would not want to use a color to number to change that value. Only the 'contrast' setting if you need to linearize that texture.
Awesome video, and really look farward to the metalness workflow tutorial
I downloaded a Stainless steel Material from Poliigon. When going trough the step-by-step Cheat Sheet, in the Metalness workflow, it says you need to plug the Metallness.png in the Metallic node. However, I cannot see that node in the material list (texture connection). Or should I start with a Metal material iso Plastic?
Just to make sure... are you using the generic matrial type?
@@WillGibbons No, I wasn't using the Generic material. Now I did, and I can see there is indeed a Metallic option in the list. Thanks a bunch! (Awesome tutorial btw.)
miss you bro . gr8 vid as always .tnx alot .
You are welcome. :)
Hi Sir,
can you please help me below my point.
how to hide and show part animation in keyshot.
Did you try a fade animation?
Hello~ I have a problem that im trying to move multiple procedural texture like spots and noise at the same time, is there any way to do that in keyshot or there isnt?
You have to use a color composite node to do that. You use the blend modes in there like Photoshop layers. I hope that makes sense. Otherwise look at KeyShot's online manual for color composite node.
The link for the KeyShot PBR Material Cheat Sheet provided in the description, doesn't get me to the download.
found it!. Had to click into the File Vault link and then scroll to the bottom of that page.
Yeah, sorry about that. I wanted to follow the format of all the previous videos. Glad to hear that.
is road map is cheat sheet ? i cant find it in file vault..
Sorry for the confusion. It's in the file vault and called 'PBR Materials Sheet'. You'll find it near the bottom of the images just like all the other project files.
Thanks man @@WillGibbons ☺
where is the option to add metalic map?
If you have a generic material node, there should be a node socket called 'metalness'. That's where you'd plug it in.
I don't see the cheat sheet anywhere? :(
It's in the file vault, along with all the other project files. You just need to scroll down a bit.
@@WillGibbons ah! I browsed the file vault a couple of times and just couldn't see it before I used search :) cheers!
setting the value in the specular map too high might break the law of conservation. for nonmetal materials, it represents the F0, which should be around 0.02~0.05 in linear space. that's why it's so dark in the original specular texture.
Good question. I'll start by saying I'm not certain, but F0 only pertains to specular reflections where angle of incident is zero. And regarding law of conservation, that's just stating that a surface can't reflect more light than it receives. All KeyShot mateirals obey this law unless you're using emissive/light materials. Given my limited use of other render engines, I'm not sure if KeyShot treats specularity differently, but if don't adjust the specular or reflectance map to cover a wider range of values, the materials simply don't appear correct.
So, in my experience, this is what's required to get these mateirals to render correctly in KeyShot. But if you have suggestions on how better to get the spec value to read correctly, I'm interested. Thanks for your comment!
There are too many repetitive actions in 2D mapping, I hope they can be selected and adjusted at one time
Right, that's why the mapping 2D node exists. But it would be great to controll more properties than just mapping.