![]() There are a few caveats, in that it doesn’t work well with glass, and objects need to be solid, but it’s a really useful function and one that product designers and engineers will love. Overall, it’s dead easy to apply and the results are very clean. The sliced edges are shaded to highlight the effect, and you can exclude specific objects, enabling you to cut through a casing, for example, and leave the gearing inside intact. You simply apply the Cutaway material to an object, such as a cube or sphere, and have it intersect with your mesh. KeyShot’s handy new Cutaway feature uses a Boolean function to remove sections of a mesh, revealing the details within. ![]() A de-noising function or adaptive sampling would reduce that final waiting time. The app always gets you to 90-95% of the final image very quickly, but there’s usually a wait for certain effects to resolve. It’s also one of the things that make us think KeyShot would benefit from a de-noising solution, especially with some of its new materials being such render hogs. ![]() The end results are terrific, but the Scattering Medium can be one of the slowest elements to render, so use it with caution (or a lot of CPU cores). You can render OpenVDB files or simply apply it to a mesh for more abstract imagery. For example, it is possible that a cube’s origin lies at one of its eight vertices.The geometry nodes can be used to create things like metallic flakes or bubbles within an existing meshĪnother important addition is the Scattering Medium, which can be used for rendering smoke and fog, and works nicely with the new Spotlight to create visible light rays. Change this to Origin if your wish to use the model’s origin instead. To select a different pivot point from the scene tree or in your scene, click the Pick button.īy default, the pivot point is always at the center of the model. When you apply a rotation animation, the pivot point is set to “Self” by default. Even if you have rotated a part using your modeling software.Ī pivot point is the point around which a part/model will rotate. To reveal the global axis, press the “Z” key on your keyboard. Global – This is KeyShot’s global axis.Use this axis state your model’s axis orientation is not square (slightly tilted) with KeyShot’s global axis. If Y pointed up originally, rotating the part over 45 degrees means that the Y axis is now also tilted 45 degrees. Original Local – The Original Local state uses the rotating part’s local axis.However, these axes have two states: Original Local and Global. When you apply a rotation to your model, you must choose the rotation axis: X, Y, or Z axis. There are three mutually-exclusive options: X, Y, or Z. RotationĬontrols the angle of rotation in degrees.ĭetermines the reference axis of rotation. TranslationĪ Rotation is an animation in which a model or any one of its parts rotates around its own or some other part’s pivot point. When you paste the animation you can choose between adding it as an independent animation or as a Linked animation. See the Animation Timeline page for more information about the options in the timeline.Īlternatively you can copy an existing animation from one part/group to another via the context menu in the scene tree. The part animation is represented as an green node in the timeline.Īdjust the properties for your animation and you good to go. Or use the Animation Wizard to help you set up the animation. ![]() To add a part animation right-click the part or group you want to animate, select Animation and the desired animation type. ![]() Thus, animations applied to your model’s top assembly will also affect all parts under that assembly. They allow you to translate, rotate, and fade all while maintaining your model’s hierarchy. Part animations affect your model’s position, orientation, and visibility in the scene.
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