feedback help please.

Hello all,

I am trying to create a render for a new product we are bringing out and it is bugging me I cant seem to get the optic area to work, wanted to throw it in to this forum as always been great help… any suggestions of what I can do to make it look more like the photographs please. Also I seem to have trouble of making the optic area stand out when it is against black any suggestions how can make it look like the white version but against black?

photo of product for reference.

Render file

against white

against black

For me the white version is one black square.

Ahh some reason it didn’t upload

Clear and metal objects rely more on the environment (HDRI) than people realize. They have few characteristics of their own other than roughness and color, and they interact with the environment so much. I would advise to not worry so much about the material itself, get the IOR and roughness dialed in, but then focus on HDRI options, and start building your own from scratch. KS has a great interface for this.

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Yeah same as Matt, as you see in the real photographs a lot of its appearance/shape gets defined by its surroundings/reflections.

Sometimes a pretty simple normal interior HDRI (you can check HDRIs: Indoor • Poly Haven) can give so much more ‘feel’ to an object.

If you just use an HDRI you can just keep it invisible and if you want a clean look I would for example put the saturation of the HDRI to 0 so it’s black/white and play a bit with it’s brightness/contrast.

Doesn’t need to have recognizable reflection but like in the photograph, some ceiling lights and a bit of dark/light differences work really well. And if you’ve a 360 degree camera lying around, take one of your place :slight_smile:

Ahh ok brilliant, thanks for the feed back Matt and Oscar, I will give it a go. I had used psychical lights for the actual product as It gave more of a realistic look I wanted but it was the plastic optic I was struggling with.

I may be in touch soon as I have to try add a light output to the product so may need some advice on that if that is ok.

Thanks

You can still use the physical lights and try to find the right balance between the HDRI and lights. Think it’s also possible to use the HDRI for just the reflections, can’t test right now since I’m doing some test renders in the beta. That’s I think a pretty common way people add reflections without having to put all kind of props in the scene.

And I always like to think along with people puzzling a bit and I know more people here like to be helpful :slight_smile:

image

Hey guys,

I have taken on board your points and added a HDRI to the scene, It gave the optic a bit more shape but question I have is how do I get my light source to hit more of the top of the optic as the optic should have a bit of a glow to it… i am currently using an emissive to give the light glow but not sure if that is the right approach.

Thanks

I would use the “add highlight” feature in the HDRI editor. That way you can just click and drag on the object where you want the highlight and it automatically positions the pin light in the HDRI. They make it so easy. Its much easier to do with the HDRI editor than with the physical lights, unless you have a product photography background where you know about moving and positioning physical lights in a studio. That’s where the art is when using physical lights in KS, you really have to know how reflection, refraction and angle incidences work with different IOR values of the object to know where to move the lights to get a certain type of reflection. Or you can just click the object where you want the ping of light to be and KS will place it for you.

Hi Matt,

i did try to do this and for some weird reason it was not highlighting on the optic area, I had adjusted the retract on the material which gives a slight little shadow shade which is what I believe may be the case on photography… do you know how I can have my light output within the product to portray up onto the optic please?

Hello all.

Thanks again for all the feedback, I got the model to a point where I think it looks good… but I have another issue now… my managers would like the light beam to be on… issue I am having is now is I got a light source to work (marker blue) but the light is not touching the parts in red… is this something that can be done in keyshot or is this more post production? i am currently using an area light source at 100 lumens applied to front back geometry, and all other settings ticked.

An area light is really a directional light. Can’t you cheat a bit using one or two omni lights with really low power just in front of the transparent part?

It might also help a bit to increase the bounces but I think main issue is the light really has a direction and depending on the transparent material it doesn’t get diffused enough to reach the read areas.

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Hi Oscar,

Thanks for the tips as always, i am still trying to get my head around lights / light outputs in KS how do I do an omni light? i have got some photos of the real thing to try portray the affect or how I want the light to look hopefully gives better basis on tips to advice.

My bad, it’s called omni light in V-ray but in Keyshot it’s a point light. Basically just a point which cast light in all directions. Comparable with a light bulb.

Think with such a light you’ve a bigger reach and you can adjust it’s radius which should reflect the actual light source size. So for example a few mm for a build in LED.

If you are allowed you can also send me a private message with the ksp to take a look.

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yep, or if you want to use the area light, use a sphere. doesn’t render as quickly as a point light. Also what I’ve found is that a spotlight with a 180 angle spread renders quite well for this sort of thing too. I’ve resigned myself to the fact that no matter how hard we try, it won’t always work as physics says it should in KS, so cheating a bit is always needed, if it be in KS or PS, its all about getting the final image.

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Brill thank you all appreciate the help