In this tutorial I show how easy it is to make specific parts of your rendering glow using photoshop.
Hi everyone. Esben Oxholm here. In today’s tutorial I want to show you how I use photoshop to makes things glow. Like these three buttons here. They could use some glow to look better. If you want to follow along at home you can go to my gumroad page, gumroad.com/esbenoxholm, and download this practice scene package, where this scene 3 is included. Along with the raw rendering directly from KeyShot you’ll get a PSD for the final image with all the post processing that has been done to it. You can go through all these layers by yourself and see how they affect the final image. You’ll also get the KeyShot KSP which includes this scene with all the lighting setup and material setups. You can go into the material graphs and have a look at each material and see how it is set up and so on. A lot of stuff to dig into.
Let’s get into the glow. The first step is to select the material that you want to glow… or to have a glow around. There are several ways to do that. One of them is to simply take the magic wand tool and use that to select the area which sometimes work fine and sometimes does not. You can see here it is a bit tough to get the edges totally clean. It would work but there is another way to do it, if you have outputted a clown pass from KeyShot, you can use that to make clear selections of the material.
With the selection active I go ahead and create a new layer and click this layer mask button to use the active selection as a layer mask. Then I want to fill the layer with a color. To do that I press I on the keyboard to select the color picker. I left click and go for the brightest area on this button. Then I click alt+backspace to fill the layer with the color. So far so good.
The next step is to apply some gaussian blur to the layer. This step is really just about eyeballing the look that you want for your glow. I guess that… or I’m not guessing – I think that something around a radius of 70 looks pretty cool for this purpose. You can see how it is already making a big difference. Maybe I will turn down the opacity a bit. This is actually basically how I make things glow.
Sometimes I add another layer and use a soft brush to paint on top of the glow, to create a more diffuse glow. I turn down the opacity to something like 30. Sometimes I also try out different blending modes and I encourage you to do that as well, to find the option that gives you the best look. I guess this looks pretty cool. Too much diffuse glow.
That looks pretty good. That is how I make things glow. Thank you so much for stopping by and watching this. Please subscribe and like if you think it was helpful and you want to see more of this and if you want to help other people just like you find this resource. Until next time – take care!
Hi everyone. Esben Oxholm here. In this tutorial I want to show you how to create the detail layer that you will find in the post processing in all of my practice scenes. If you are interes you can go to www.gumroad.com/esbenoxholm and download these practice scenes and get the models that has been used, the KeyShot .KSP and the Photoshop .PSD used for all the post processing. Two of them are free or pay-what-you-want and this one comes with the small price of five dollars. Enough with advertising for now. Lets dig in to the actual tutorials.
I got a question about how I created this detail layer that you will find in the .PSD that comes with the practice scene. It is actually quite simple. So just follow along. Here I have the rendering straight from KeyShot and the first step we need to do to create the detail layer is to copy it to a new Photoshop document. So I press cmd+A, cmd+C, cmd+N, click okay, and cmd+V to copy it in. Then I go to image > adjustments and select HDR Toning. What I want to create here is a layer where the details sort of pop. I dont need any colors so I turn down the saturation. I want a lot of details and I want a pretty small radius. The strength – turn it up to something like this. I also want to avoid highlighted areas so I’ll turn the highlight slider down a bit and I also want to avoid completely black areas, like this and this area here, so I turn up the shadow slider just a bit. Something like this, which is what we need for the detail layer.
I click okay. Then I press cmd+A to select the entire image, cmd+C to copy it and then I go back to the original rendering. Here I press cmd+V to copy it in and you see we get it as a layer for itself. I rename it to ‘Details’ and change the blending mode to ‘overlay’. Then I hold in ‘ALT’ and press this mask button, so we actually don’t see anything of it. Then I will take a big and soft brush with the flow of something like 20, make it white and then I’ll simply draw in the areas where I want the details to show more. So around these buttons here and the cracks in the glass and the fingerprints and I turn down the size of the brush a bit and go over the area here and the area on top of this stick. Something like this. Then I will just turn the layer on and off to see how it looks without and with it. There is a huge difference as you see. Typically is a bit too much I think, so I’ll turn down the overall opacity to something like 50 or 60 or whatever you think looks good. That is actually all you have to do to create this detail layer and get your details to pop!
Thanks a lot for watching. I hope you learned something and as always subscribe and like if you would like to see more like this and to help other just like you to find this resource.
Hi guys. My name is Esben Oxholm. In this tutorial I want to show you how you can use the geometry editor that comes with KeyShot 6 to split a model into two separate pieces that you can give two separate materials, even if you didn’t color them in two different colors within your CAD software.
For the tutorial im going to use this gaming device model that you can grab for yourself at my gumroad page which is https://gumroad.com/esbenoxholm. Along with the model as a step-file you will get the KeyShot KSP-file that I used to create this rendering and a Photoshop PSD with all the layered post processing that I did to create this image as well. So there is a lot of stuff to dig into if your are interested. Check it out. https://gumroad.com/esbenoxholm
I am going to have a look at this analog stick on the gaming device and I want to be able to color the top part in a different color than the bottom. That is not possible at the moment because it is just one single piece of geometry. To split them apart, what we have to do is to right-click the object and go to ‘edit geometry’. This opens up the geometry view and it also opens up this box where we can select different options. For now we want to go with the ‘split object surfaces’. Pick that and click ‘next’ which brings up this dialogue.
What you have to do is to select a piece of geometry or a piece on the model that you want to have as an object for itself. KeyShot uses an splitting angle to define where to split the part.
So, right now we have picked the top surface here and the splitting angle is at 45 which means that all this green stuff is going to a part for itself and the grey part is going to be a part for itself. We want to split up here and to do that we simply just dial the splitting angle down until it splits the surface. And… that is actually not quite what we want. We want to split here, so maybe if I pick here and you can see it is looking much better. We want the bottom part to be a part of this area as well. By holding down command and left-click the two surfaces they will group together and the grey part will be a part for itself. With this I click ‘split object’ and we can now see that it is two different parts. Then click ‘done’ and close the geometry view and if you select this model again you can see over here in the part tree that it is divided into two different geometries.
Now we are able to give them two different materials. We can have a matte black on the top and a glossy black down here. That is all that there is too it. It is quite simple when you first get the hang of it.
Thanks alot for watching. I hope you learned something and please like and subscribe if you want to see more like this and you want to help other just like you to discover this learning resource. Again, thanks!
Hi guys. My name is Esben Oxholm. In this tutorial I will demonstrate how you easily can mirror a model directly inside keyshot. Let’s say you got this scissor model from one of you clients and you have set up some nice materials, some cool lighting and you’re ready to hit render. Then your client calls:
“eehm, actually we want this to be a left hand model.”
Shoot… but don’t worry it is easy to fix. Keyshot doesn’t have a specific mirror button, but it is quite easy to do anyways. What you have to do is to:
- Make a duplicate of your model
- Move it away from the original model
- Make sure the duplicate is selected
- Go to the position tab in the scene menu
- Adjust the scale value of the direction you want to mirror to -1
That is actually all there is to it. You now have a left hand version of your model.
I recently did a KeyShot webinar, where I gave an insight on my typical workflow when creating product design visuals. I also gave a bunch of KeyShot related tips along the way about features that I use a lot.
The webinar was recorded and can be viewed below. Let me know if you have any questions or want me to help you with a project. I’ll be happy to have a chat with you about your needs.
I have been asked a few times if it is possible to visualize different surface structures on a single CAD part. The answer is YES and I am going to show you how in this KeyShot tutorial. (If you are in a hurry go to step 2-4)
There are many reasons for wanting to visualize different surface structures on the same CAD part. One that I like in particullar is how it can be used to highlight logos in injection molded plastic parts.
I will start by showing some real life examples of what we are going to recreate digitally:
The logos are created directly in the injection molding process. And why wouldn’t they? It is practically free, saves assembly time and probably an additional process or component. In order to make the logo stand out from the main surface it’s often recessed a tiny bit and have a polished surface, while the rest if the part has some roughness to it.
Enough talking. Here is how to do it.
Bring up your CAD model in you CAD software. To have something to show in this tutorial I quickly modeled up this device looking thing. The three slightly recessed lines in the middle makes it out for the soon to be shiny logo!
Select the surfaces that you want to separate from the rest of the part and assign a random color to them (if you are not sure about how to do this in your CAD software, find out, and come back quickly). Surfaces that have the same color will get the same material within KeyShot. By having this model split up into two colors, the grey and the pale yellow, makes us able to assign two different materials to it.
Open up KeyShot and import the model. Yaikes! This doesn’t look very sexy. Move on as fast as possible.
Start by adding the materials you want to your model. In my case I simply drag the standard Plastic Hard Rough Black material to the main body and the standard Plastic Hard Shiny Black material to the logo (the pale yellow area).
And that is actually it. Easy, right? We have now visualized two different surface structures on a single CAD part.
To really show the effect of the difference in the surface structures I did a few tweaks and created a small gif-animation for you. The tweaks included:
- Adding a bump map to the rough surface to give a bit of extra detail.
- Inducing a tad of roughness to the shiny part as almost nothing is 100% smooth in real life.
- Applying an environment with sharp transitions between light and dark to enhance the effect of the shiny logo.
That’s it! I hope you found it useful. Please ask any questions you might have.