3D Friday is Back! Come and see us June 14th in Colchester

3D Friday

We’re opening our doors again for another 3D Friday this June in Colchester!

For 3D architectural, urban, interior and product design we’ll be showing SketchUp and Vectorworks. To complement 3D modelling, we’ll also have some renderers including KeyShot and V-Ray. We’ll even have a full Oculus Rift setup with KeyVR for you to try demonstrating how virtual reality can be used for business.

If you’re more of an engineer, we’ll have BobCAD available as well as some exciting new software packages to explore.

Our resident fused filament 3D printer will make a return too so you can see how they work up close.

Whether you’re brand new to CAD, or you’ve been using it for as long as you can remember, this is a chance to get together with other designers and CAD enthusiasts to discuss your models, share tips and tricks or test new software.

 

Everyone is welcome and you can find us at:

Colchester Business Centre
1 George Williams Way
Colchester, CO1 2JS

Friday 14th June  –  1pm – 4pm

 

We recommend you use the public parking nearby – Britannia Way, Colchester CO2 7EF.

Leave the carpark and go left, take a short walk up the hill and you’ll find George Williams Way opposite Aldi. Mention at reception that you are here for CAD Software Direct’s 3D Friday where they will direct you to us. We hope to see you there!

KeyShot Product Rendering Webinar

KeyShot Product Rendering

CGI Pro Tim Feher will take you through the complete start-to-finish process to create amazing product visuals in KeyShot. Register quickly and join in early as space is limited!

Thursday 30th May 2019, 6PM – 7PM BST
Register Now

In this webinar:

  • How to set up your 3D model
  • Creating Environments
  • Add your Cameras
  • Adding Image Styles
  • Bringing it together with Studios
  • The top HDRI Editor tips
  • Using the Material Graph
  • Optimise your render settings
  • Using render passes in post work
  • Q&A

 

Webinar: V-Ray for Education

V-Ray for Education

Join this free V-Ray webinar to discover the art of rendering and the career opportunities that lie ahead.

3D Artist Yordan Zarev will host a free student webinar to introduce you to the world of 3D rendering. Join him to discover what rendering is, how it is used in a number of different industries and the fascinating career paths it opens up.

Topics covered will include:

  • What is rendering? 
    You’ll learn what rendering is and be shown what you can achieve with the help of lights and materials. You’ll also get a glimpse of how various industries utilise the power of V-Ray, Chaos Group’s renderer.
  • V-Ray in Education
    Get invaluable insight on how to start with a full set-up without any previous knowledge. Learn how Chaos Group and their trusted partners are helping the education community.
  • Rendering as a tool, rendering as a career
    Learn why rendering skills are important for job hunting, your career opportunities and how to secure your dream job.

 

Session 1
Tuesday 4th June – 10AM – 11AM BST
Register Now

Session 2
Tuesday 4th June – 7PM – 8PM BST
Register Now

V-Ray Next for Maya – Update 1 – Available Now

V-Ray for Maya

V-Ray Next for Maya has been updated with great features and a number of important fixes to improve your rendering experience, including:

  • Support for Maya 2019
  • New memory tracking, with memory usage reports so you can optimise your scene
  • Cryptomatte support for VRayProxy sub-objects
  • Faster time to first pixel for quicker render startup
  • ALSurface support on GPU
  • Improved light sampling on scenes with thousands of lights

V-Ray Next for Maya is available now at CAD Software Direct as a perpetual, monthly or annual license.

Read on below for the full changelog.

 

Changelog – New Features

V-Ray

  • Improved light sampling on scenes with thousands of lights
  • Added memory tracking options to V-Ray Render Settings
  • Added peak memory consumption in EXR metadata
  • Added an option for consistent render elements for better compositing. Enabled by default on new scenes
  • Faster translation of mesh geometry
  • Added AppSDK with Python binding to installation
  • Added Lighting Analysis Render Element
  • Added efficient instancing for hair with “dynamic hair tessellation” and “stored in global hair tree” disabled
  • Added matte backfaces output to the surfaceLuminance mode
  • Added inverse exposure texture shader for compensating changes in physical camera
  • Command line interface tool for selecting rendering devices
  • Added an option to automatically exit vray -server if idle after a specified amount of time

Cryptomatte/VRayProxy

  • Cryptomatte support for V-Ray Proxy sub-objects

V-Ray GPU/VRayAISurface

  • AlSurface support on GPU

Chaos Cloud

  • Cloud window allowing direct submit from Maya

VRayLightSelect

  • Added new light select indirect modes

V-Ray GPU

  • Resumable rendering with GPU bucket sampler
  • VRayCurvature support on GPU
  • Support of Glossy Fresnel feature on GPU
  • Added support for CUDA-CPU rendering to the GLSL and MDL plugins
  • Added subpixel mapping checkbox for GPU bucket rendering
  • Support for multiple map channels for TexBitmaps in MtlGLSL
  • Support for the frame offset of the Maya file node when an image sequence is used

Cryptomatte

  • Cryptomatte support for all deep merge modes

vdenoise

  • Ability to apply lens effects in vdenoise

VRayMultiSubTex

  • Added a random “Seed” and “Loop Textures” parameters to MultiSubTex

VRayMtl

  • Added the anisotropy axis and anisotropy derivation controls to the VRayMtl

VRaySun

  • Added the color mode option to the VRaySun

VRayToon

  • Added support for VRayToon in glossy refractions

VRayFastSSS2

  • Added “Color Mode” dropdown in the VRayFastSSS2 material

VRayMtl/V-Ray GPU

  • Self Illumination GI for VRayMtl now visible in GPU-dependent UI

VRayToonMtl

  • Added support for spline interpolation in VRayToonMtl ramps

Misc

  • VRayTriplanar/Viewport 2.0 Triplanar texture projections support for viewport 2.0
  • VRayOSLMtl/VRayMDLMtl Material select support for MDL and OSL

V-Ray IPR

  • Faster updates in IPR when moving heavy geometry

 

Modified Features

VRayProxy

  • Optimized proxy visibility list controls for better proxy node performance in Maya
  • The VRayMeshPreview node will be created during the vrayCreateProxy command, not on an idle callback, making scripting easier
  • Removed unnecessary file reads when loading scene
  • Shader names list generation no longer happens on idle and is now more script-friendly
  • Removed the deprecated “use Maya shader” option from the VRayMesh node
  • Fixed slowdown and many warnings printed when instancing a VRayMesh with missing filename
  • XML material assignment override will now appear in the filepath editor
  • The vrayCreateProxy command will now return a string with the newly created node
  • The Maya Archive cmd will now take into account .vrmesh assets

Cryptomatte/VFB

  • Cryptomatte data channels will not be visible in the VFB, only the preview channel

VRayAlSurface

  • Fixed AlSurface GI contribution going into the SSS channel
  • The global SSS toggle will now affect AlSurface

Chaos Cloud

  • Pre/Post Render MEL scripts are now executed when exporting for Cloud

V-Ray

  • Faster time to first pixel with V-Ray Fur
  • Changed the default frame number separator char to . in PTex baker
  • Automatic conversion from Color to AColor when using -parameterOverride in V-Ray Standalone
  • Added extra attribute for controlling 3dProjection’s number of motion blur samples
  • More informative error messages for image file errors
  • In DR, automatically delete cache_info_portNum.txt on render end if VRAY_LOCAL_CACHE_LIMIT_VALUE=0
  • Fixed inconsistencies with the merge by z-depth mode of deep rendering
  • Temp files are now created with read/write permissions for all users
  • Fixed VRayPlaceEnvTex Ground Projection not respecting Up Vector
  • The Up Vector default value now respects Maya Preferences
  • No longer force-switching to progressive sampler when changing the production engine to GPU CUDA
  • Faster export of user attributes

VRaySoftbox

  • Fixed Softbox not having a swatch preview

VRayMultiSubTex

  • MultiSubTex indexing will start from 1 for new scenes, making randomization work correctly

VFB

  • Save current channel from VFB no longer appends the channel name to the user-defined file name

VRayMtl

  • Fixed some VRayMtl attributes not being listed in the channel box

V-Ray GPU/VRayEdgesTex

  • Show the “Show subtriangles” option in VRayEdges texture on GPU

V-Ray GPU

  • Dome lights will contribute to ZDepthRE

V-Ray IPR

  • More responsive IPR for heavy scenes

 

Bug fixes

V-Ray IPR

  • Fixed crash when stopping IPR while compiling geometry
  • Fixed crashes when switching the viewport subdivisions ON/OFF while rendering
  • Fixed a crash and wrong subdivision of geometry in specific cases
  • Fixed changed material on instanced object not reflected in IPR
  • Fixed a crash with IPR if rounded edges attribute is added to a mesh-clipper
  • Fixed changing the “Use Image Sequence” parameter in IPR crashing Maya
  • Fixed slowdown with viewport IPR caused by an animation rig
  • Fixed flickering in IPR
  • Fixed unhandled exception in IPR when VRayPlane is shaded with direct VRayLightMtl

VRayAlSurface

  • Fixed incorrect render of ALSurface if lighting render element is enabled

V-Ray

  • Fixed Streak particles having wrong transformation
  • Maya on remote desktop crashes on loading specific file
  • Fixed last user attribute not exported correctly in some cases
  • Maya drag’n’drop: added a special case for Windows file share paths
  • Fixed V-Ray not saving output image when data region is empty
  • Fixed wrong export of referenced render elements in batch
  • Fixed fatal error in some cases when starting DR if the host is not found
  • Fixed V-Ray printing an incorrect success message for writing output image with a missing asset in DR
  • Fixed noisy reflections with V-Ray Next for objects with cast shadows on, but visible in reflections/refractions off
  • Fixed refractive objects rendering darker with photon caustics from a dome light
  • Set a min limit of 1.0 to the AA Filter size
  • Fixed incorrect reporting of primitives with embree hair
  • Fixed crash when enabling/disabling reference scenes while running IPR
  • Fixed OSL crashes on post-Haswell processors
  • Fixed EXR files loaded in the VFB not having their integer REs displayed
  • Fixed slowdown on many-core machines with light linking
  • Fixed flickering of distant light sources with the adaptive lights and many light sources
  • Fixed slower adaptive lights with V-Ray Next compared to V-Ray 3.6
  • Fixed incorrect full light select element with VRayFastSSS2
  • Fixed -velocityAttrName parameter of ply2vrmesh not working for Alembic input files
  • Fixed resuming a bucket render resetting the progress to zero
  • Fixed artifacts with matte (matte for refl/refr = off) and adaptive dome light
  • Fixed super bright lens effects when using the NVidia AI denoiser
  • Fixed crash when enabling Bloom/Glare in the VFB while A/B compare is also enabled
  • Fixed bucket artifacts with adaptive lights
  • Fixed error with AI denoiser “Optix does not support cross-frame denoising”
  • Fixed DR may have watermarks if licenses are unstable
  • Fixed transparent objects with “cast shadows”=off rendering black when there is a VRayDomeLight behind them
  • Fixed “Direct visualization” option for caustics not working
  • Fixed aborting render after the last bucket skips saving img_file, keeping unfinished resume file

Misc

  • SamplerInfo Fixed Sampler Info relative coordinate system not working correctly

V-Ray GPU

  • Fixed crash when baking textures with GPU
  • Fixed wrong rendering of rounded edges in Next GPU
  • Fixed wrong Cryptomatte in animation with V-Ray GPU
  • Fixed Volume Grid crashes with VRayFastSSS2 on GPU
  • Fixed missing secondary reflections on CUDA CPU with Stochastic flakes
  • Fixed VRayClipper not working correctly with disabled clip lights geometry and dome light
  • Fixed buckets different in sampling (noise level) with bucket sampling enabled
  • Fixed unhandled exception loop on specific scene when rendering with IPR and turning off lights
  • Fixed wrong worldNormals RE for SSS material hits in V-Ray GPU
  • Fixed a crash when a V-Ray Fast SSS2 material is used inside a V-Ray Override material
  • Fixed wrong normals of VRayLight Plane in V-Ray GPU normals render element
  • Fixed hybrid rendering failing with AI denoiser
  • Fixed Environment ZDepth color not matching V-Ray CPU
  • Fixed crash on render end
  • Fixed DiffuseFilter render element for FastSSS2 rendered incorrectly with V-Ray GPU
  • Fixed crash with XGen

VRayLightSelect

  • Fixed Light select not respecting alpha of a textured light when the texture is constant

VRayProxy

  • Fixed crashes in proxy export of multiple meshes caused by missing UVs
  • Fixed crash when loading huge alembic file with many color sets
  • Fixed a crash when importing alembic with degenerate faces
  • Fixed XML material assignment file not getting transferred in DR
  • Fixed crash when opening a scene with alembic layers
  • Fixed preview bugs with multiple proxies with different settings pointing to the same file

VRayLightDome

  • Fixed error when using Resumable rendering with Adaptive Dome light

VRayMtl/VRayAlSurface

  • Fixed compositing with BlendMtl not matching Beauty

Viewport IPR

  • Fixed slowdown when Hypershade is opened
  • Fixed slowdown when the “Selection Mode” is set to “Box”

VRayMeshLight

  • Fixed artifacts with LightMesh and LightMtl with EnvironmentFog

VFB

  • Fixed Lens effects settings not resetting on a new scene

VRayScene

  • Fixed crash when V-Ray accesses UV-coordinates from an imported .vscene

 

V-Ray Next for Maya is available now at CAD Software Direct as a perpetual, monthly or annual license.

30% OFF New Maxwell Render Licenses – Very Limited Time Offer

Maxwell Render

The International Day of Light is held on May 16th every year to commemorate the anniversary of the first successful operation of the laser in 1960 by physicist and engineer, Theodore Maiman. This year, we’re celebrating the International Day of Light with a big discount on the most precise lighting software around.

New licenses of Maxwell Render purchased on May 16th or 17th will get a 30% discount when MAXWELL30 is entered at checkout.

Get the Discount >

 

KeyVR – Interactive VR Experiences for KeyShot

KeyVR

KeyVR from KeyShot is here to make complex visualisation easy and fast.

Virtual reality is an immersive experience inside a computer generated environment. It might have started as a niche product in the gaming industry, but the benefits of VR have now been transferred and proven within business.

Using VR, your business can create true to life simulations in a cost effective and risk free setting which is perfectly suited to architects, interior designers, product designers and more. Imagine being able to build your product in 3D and place it in your clients hands (or put your client right inside your 3D building!) – with VR you can.

KeyVR is virtual reality software that allows you to take a KeyShot scene and generate an interactive experience all with one click. Here, we’re going to take a look at setting up KeyVR, as well as some of the key benefits, potential limitations, and our experience with it. We’re using the Oculus Rift, but KeyVR also works with the HTC Vive and Windows Mixed Reality.

Our Set Up

To run KeyVR you will need a supported virtual reality kit, as well as a computer to run it that meets specified requirements. For the Oculus Rift, you’re going to need at least:

  • An NVIDIA GTX 1050Ti  / GTX 960 or AMD Radeon RX 470 / R9 290 or greater
  • An Intel i3-6100 or AMD Ryzen 3 1200, FX4350 or greater
  • 8GB+ RAM
  • HDMI 1.3 video output
  • 1x USB 3.0 port and 2x USB 2.0 ports
  • Windows 10 OS

Here’s what we used:

  • Oculus Rift including headset and two hand controllers
  • Performance Laptop meeting minimum VR requirements
    • NVIDIA GeForce GTX 1060 2GB
    • Intel Core i7 @ 2.20GHz
    • 16GB RAM
    • 1x HDMI
    • 3x USB 3.0
    • Windows 10

What often goes unconsidered as well is that you will need some space to move around. The Oculus Rift, for example, requires 1 x 1m of ‘play space’ to work, but 2 x 1.5m is optimal.

If you don’t have the hardware to meet these requirements, you won’t be able to run any virtual reality software and will need to tackle that first.

KeyVR-1

Benefits

KeyVR works both directly from KeyShot, and also as a standalone solution, that requires limited preparation and no coding or scripting knowledge. Simply install the program to your VR enabled computer, load the keyShot file, and off you go.

This is a viewing tool that allows users to explore designs interactively and in a real world context, which is perfect for refining sizes and scales using real world dimensions. Viewing through VR not only gives great scope for analysing buildings, but is also a natural way to find angles for product design shots.

There are even options to choose while viewing the model including material change, environment change, model sets and animations which can all be used to breathe life into your designs.

KeyVR is intuitive and impressive with a certain ‘wow’ factor when clients view projects in virtual reality for the first time. Viewers can explore in a real-world context rather than just looking at a screen, while easily reviewing designs and making model, material and environment variations on the fly.

KeyVR is also GPU powered, so it is capable of loading large data sets to power more complex scenes.

Limitations

The fundamental difference between KeyShot and KeyVR is how the data is visualised to end users. In traditional KeyShot, CPU-based ray tracing is used to produce a photo-realistic image (or depending on the materials, a stylised image, such as with toon shading). KeyVR does not use ray-traced rendering, which improves the frame rate (resulting in little to no risk of motion sickness), but can result in a less realistic visual quality. Scenes will look different in KeyVR compared to rendering with KeyShot due to technical limitations or performance considerations. Some features may also not currently be supported.

There is a fairly high up front cost to get started with virtual reality. You may be able to find other uses for a performance machine in your business, such as rendering and 3D modelling, but you may struggle to find additional uses with a dedicated VR headset to make up for the cost. If you’re planning on regularly using VR though, this is not a problem.

The image resolution isn’t high enough for complete realism yet, though this is not an issue with KeyVR specifically, but the current state of VR headsets. There are some in the works which tout higher resolution to boost the realism, but we’re yet to see actual results.

 

Workflows

A common VR workflow is to model in your 3D application of choice and then import to Unreal or Unity to build a VR experience. Unity and Unreal are great for immersive environments, but will never be the tool for quick decision making. Unity and Unreal are also not built for designers, whereas KeyShot and KeyVR are, meaning you’ll be comfortable using them in no time.

KeyVR is the ideal solution to add to your tool box to quickly view your assets in context without any need for scripting. It complements existing workflows by allowing you to make a decision faster than going into Unity or Unreal first.

KeyVR Designers

Key Points

• KeyVR is not a KeyShot add-on, so KeyShot does not need to be installed for it to work.
• KeyVR opens KeyShot .bip and .ksp files generated from any KeyShot version (KeyShot 8 recommended).
• To export from KeyShot to KeyVR using ‘one-click’, KeyShot 8 is required.
• KeyVR is currently only available as a node-locked license.
• KeyVR will work with any KeyShot edition (PRO, HD, FLOATING, ENTERPRISE). It cannot be licensed or installed as a floating product.
• KeyVR is currently only available for Windows.

 

Our Experience

KeyVR is intuitive and simple, expertly demonstrating the power of virtual reality in a business world. There are some limitations in the hardware, and there is an upfront cost, but the payoff is a leading-edge, exciting and efficient way to show off your designs in their best light.

Are you interested in KeyVR? Whether you’re an expert with VR already in your workflow, or a complete novice still in the evaluation stage, talk to us today about trying the software, and ensuring your hardware is sufficient to provide a great experience.

SketchUp 2019 Plugin for Artlantis Available Now

Artlantis SketchUp Plugin

There’s great news for SketchUp users!  Abvent has released the SketchUp 2019 plug-in for Artlantis 6.5, Artlantis 7 and Artlantis 2019.

Download the Plugin

To ensure that current and potential users are up to speed, Abvent are hosting two Artlantis 2019 webinars on Wednesday, May 8th. The webinars are free, but space is limited.

Don’t miss your chance to learn how to get the most out of Artlantis!

Register Now

V-Ray – Behind the Scenes at Zaha Hadid Architects, Blur Studio and WeWork

Total Chaos

Total Chaos Masterclasses are an incredible opportunity to find out about the technology and techniques the world’s leading studios use to create astonishing content every day.

On May 16, Chaos Group welcome professionals to Sofia, Bulgaria for three Masterclass tracks. Pick from design, VFX or architectural visualisation and deep-dive into industry practices from the likes of the world-renowned Zaha Hadid Architects, Love, Death & Robots VFX firm Blur Studio and startup-nurturing coworking company WeWork — plus many more.

Tickets are selling fast, so secure yours now.

Get Your Masterclass Ticket

 

You can also become a V-Ray Certified Professional (VCP) by attending one of the V-Ray Certification exam sessions. Located in the same venue as the Masterclasses, they’ll run between 5.30 PM and 8 PM.

The VCP exam is now available for both V-Ray 3.0 and Next.

Get Your VCP Exam Ticket

V-Ray Next for SketchUp – Hotfix 1 Released

V-Ray Next for SketchUp

V-Ray Next for SketchUp has just been updated with a number of bug fixes and feature enhancements to improve your rendering experience, including:

  • Optimised Scene Management – The entire asset management system has been optimised and made more reliable. You’ll find it easier to work on heavy scenes with a large number of assets and complex shading networks.
  • Improved V-Ray Scene Importer – Reliably import models using multi-materials created in 3ds Max.
  • Improved stability – This update fixes specific workflows related to loading V-Ray 3 projects, using settings preset files, overriding materials, texture colour space management and more.
  • Further improvements – Including better compatibility with some of the most popular SketchUp plugins.

Update Now

Read on for the full changelog:

Installation & Licensing

  • The Chaos Group License Server is updated to version 5.2.2
  • The installer now properly sets and displays a primary remote server IP address and port number – 127.0.0.1:30304

Workflow Improvements 

  • The entire asset management system is optimised and made more reliable. This affects asset creation, renaming, deletion, referencing, etc. The optimisations are most obvious in heavy scenes with big number of assets and complex shading networks
  • Render element assets are no longer deleted when the category is active and the Purge function is used. Use the multi-selection functionality to quickly delete a batch of elements
  • The Z Depth render element ‘Depth from Camera’ parameter is removed
  • The VFB Render Progress window now receives and can display log messages that have been sent before its first initialisation

Other Changes & Bug Fixes

  • Saving and loading projects no longer resets the Colour Space of all textures to the default sRGB option. Using the File Path Editor no longer changes the colour space either
  • The asset preview render process can now be restarted if it stops responding. Make sure to stop and restart the interactive preview (using its toolbar stop/start button) in the unlikely event this happens
  • The fresnel opacity of newly created Reflection material layers is now correctly displayed in the asset preview swatch
  • Invalid material or texture references can now be successfully cleared from the slot’s context menu
  • Creating a proxy from big number of SketchUp components or component instances now shows accurate progress in the Export Proxy window
  • An issue with a Water textures used in a bump slot is resolved. Negative texture values are now properly handled
  • All V-Ray taskbar processes are grouped and displayed under the SketchUp Windows taskbar icon. This applies to the Asset Editor and the V-Ray Frame Buffer window
  • VRscan materials are now correctly sized and properly affected by the SketchUp material scale. A helper texture is displayed in the viewport to ensure this. Texture Placement parameters are now listed for every VRscan in it’s Asset Editor properties panel
  • The way VFB Colour Corrections are saved within SketchUp projects is updated and made more reliable
  • A number of issues related to V-Ray 3 scenes loading and upgrading are resolved
  • A number of issues related to .vropt (render settings) files loading are resolved
  • The Purge Unused Assets function no longer causes issues on MacOS
  • Materials incorrectly saved with older V-Ray versions no longer cause issues when loaded in Next
  • A number of issues related to complex texture hierarchy manipulation and deletion are resolved
  • The Batch Cloud rendering functionality is temporarily disabled. Once a Chaos Cloud platform-side update is implemented, the feature will be re-enabled. Our main goal is to provide a system that warns users for possible issues with their batch cloud jobs(like missing external file assets, for example), letting them resolve the problem before the rendering starts
  • Images imported through the SketchUp native Import no longer produce problematic V-Ray materials. Scenes containing such images saved with previous V-Ray version no longer cause issues when rendered in Next
  • A number of issues with badly serialised V-Ray component data are resolved. A more detailed error message is displayed and a better log file is created, letting us easily identify any further problems
  • Deleting Fur, Clipper or Mesh Light widgets from a group is now reliably handled during Interactive Rendering
  • A number of issues preventing the V-Ray Asset Editor from being populated with assets on specific scene load are resolved
  • The V-Ray Scene Importer now reliably imports models using multi materials exported from 3ds Max. The material ID assignment in 3ds Max results in a single object group in SketchUp with different materials applied to the corresponding faces
  • The Scene Interaction Tool now works reliably with obstructed light widgets
  • Deleting multiple materials at once no longer produces Ruby errors and warnings
  • Using the Scene Interaction Tool before the previous action is completed no longer prints Ruby errors
  • Skatter Proxy geometry materials render correctly when using the ‘Render only’ mode. Regeneration no longer causes Ruby errors
  • A geometry instancing optimisation is implemented for Skatter objects with the ‘Render only’ mode enabled. This ensures that rendering a big number of instances is done in the most memory-efficient way
  • The way the SketchUp default material is handled by V-Ray is improved preventing incorrect lighting in specific situations
  • Activating Material Override during Interactive rendering now reliably affects all scene materials that have their ‘Can Be Overridden’ option enabled
  • Changing the SketchUp material Opacity value automatically disables the synchronisation with the V-Ray material refraction. This allows for custom opacity manipulations in the viewport without affecting the rendered result
  • V-Ray material refraction no longer resets in specific situations when the SketchUp scene is saved and reloaded
  • The Z Depth render element tooltips are fixed
  • All Smoke texture parameters are now properly named
  • Repathing files with a Windows path on MacOS no longer causes issues
  • The migration (gamma management) of render elements from scenes saved with V-Ray 3 is improved

Update Now

New PANTONE Colours for KeyShot

KeyShot Pantone

Luxion is continuing its exclusive partnership with PANTONE® to bring you their complete palette of vibrant pastel, new neon, and fabulous fashion colours right inside of KeyShot.

The new PANTONE colours are available now as part of the exclusive collection of resources in the KeyShot Content Installer. The KeyShot Content installer contains additional resources to use in building your scene and is available for both Mac and Windows installations of KeyShot.

Don’t forget – this month you can also sign up for the free webinar from PANTONE parent company, X-Rite.

Webinar: From Physical to Digital – X-Rite Material Scanning for 3D Rendering in KeyShot
Thursday, April 18th 2019 – 10:00am – 11:00 PDT (18:00 – 19:00 BST)

See the process of going from physical to digital using X-Rite material scans.

Register Here