![]() This file is already set up for proper “liquid-in-glass” rendering and it shows the important steps beyond just having 3 surfaces to represent the varying “interfaces” between liquid, air, and glass. Being able to see the thickness of the glass surface like this is incorrect. The reason you need to set up this model like the wine glass is to be able to pull the refraction of the liquid inside the glass to the very edge of the outer glass surface. ” That does look good, but it is still a bit off due to the small gap you had to create. The glass air interface – liquid top surfaceĭownload the file below RMB, save target as The input back from this was that for maximum realism the model should be created not with a gap but with 3 surfaces This worked fine and produced this image:īut the gap in the model above means there is no glass air interface – the light travels from liquid to air then from air to glass. The image at the top this page took some input from some experts to get up and running as this was my initial result:įirst suggestion was to put a tiny gap between the glass container model and the liquid model. You need to use a tiff with transparency layers to create a see through ’label’, and move it on the model to see it when you first apply. There are some bumpmaps in the Materials library under the Texture tab. Access through the Texture tab in the Material properties.īumpmaps give the impression of a textures surface by adjusting the surface normals. These are pixel based images which over ride the Material. Open the Materials library, simply drag and drop onto the model.ĭbl click a part or RMB (over the part) > Edit Material to edit the Material properties In rendering software, visualise the camera position moving rather than the model moving – we are viewing a scene.Īlt + LMB – Tumble the camera around the focal point Shft + Alt + LMB – move the model off the centre on the ground plane ![]() Use the rotation increase/decrease arrows to rotate the model and then the Snap to Ground option. Options > Scene tab > pick the part/asm name at the top of the tree If you’re lucky your model will import in the correct orientation, if not…. You may need to move the existing object first so the newly imported object doesn’t overlap it – see below. Merge with current scene – select this option when you want to add multiple models into the same scene. If all else fails, which it sometimes will in the world of 3D import/export, from Creo, Save As a neutral model format such as Step. If your Creo model does not import correctly there could be a number of reasons:ĭoes the assembly import with the parts incorrectly oriented? Check your constraints in the Creo assembly, if the parts are not fully constrained or there are ambiguous constraints then KeyShot may misinterpret their relative position.Īre construction surfaces showing in the model? Make sure any unwanted surfaces are hidden on a layer. Keyshot now has has functionality which allows you to update the render scene if the source CAD model changes – HERE ![]() ![]() In the Scene tab you can manage the parts in the scene.īad Data? – are your model surfaces corrupted on import? Pick Options or Dbl Click on any of the parts to access the Options window. Keyshot in the labs has the Creo plugin installed and will therefore recognise native Creo parts and assemblies. RMB Menus – context sensitive – place the cursor over the part or background and then RMB bip – the model, scene and materials are saved in this file ![]() Interactive 3D-enabled viewing with Keyshot VR – HEREįile format. ![]()
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