![]() ![]() Open the render menu to start rendering the first main passes of your scene. Open the HDRI Editor to get access to more advanced parameters to modify your HDRI map Step 5: Rendering the main passes If you want to have more options to modify your loaded HDRI map, click the HDRI Editor button and a new window will open with more advanced parameters to modify this map. We are going to change the default HDRI map with another one by clicking the folder icon.Ĭhanging the default HDRI map with another one Overview of the Environment panel Step 3: Choosing another Environment map You will find some simple settings to modify this map below the preview image, as well as settings to change the background of the canvas and the ground in the scene. First thing you see is the current HDRI map used to light the scene. Now that the materials have been applied to our model from the previous chapter of this tutorial, let's have a look at the Environment tab and its settings to modify the lighting of your scene. With this, I had 2 cameras, the locked one for rendering my different passes out of KeyShot, and the Free camera to be able to move around my scene.Ĭhoose a camera angle, create a camera and lock it in place Step 2: Environment panel settings overview ![]() To keep this angle, I created a new camera and pressed the lock icon to make sure I will not move it by accident. Step 1: Create and lock the cameraīefore rendering, I moved the camera to compose my image the way I wanted. Know the Basics: ZBrush - part one: Modeling Know the Basics: ZBrush - part two: Texturing Know the Basics: ZBrush - part three: Posing Know the Basics: ZBrush - part four: FiberMesh and UVs Know the Basics: ZBrush - part five: KeyShot lighting and materials Know the Basics: ZBrush - part six: ZBrush lighting and materials Continuing from the previous chapter on materials in KeyShot, we will see an overview of the rendering process in KeyShot, and I will show which materials and lighting settings I have used to render the different passes I needed to composite my final image of Mer-Man. 3D art director Gregory Stoffel continues the Know the Basics: ZBrush series rendering different passes using the ZBrush to KeyShot bridge. ![]()
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