The first option is to head over to the Project window, Environment tab, then scroll down to the Background drop down. Why would you want a white background for your product shots? Beside a clean appearance, white backgrounds provide more flexibility when post-processing an image or working it into a web or print layout. It’s from a question we get a lot: How do I get a super nice, all white backgrounds for my renderings. Today, we have a quick tip to help you create clean, crisp product shots. volumetric lighting lighting keyshot 3d rendering quick tips Youtube If you’re interested in trying KeyShot Pro, just visit /try/keyshot. You can learn more about the Scattering Medium and other advanced materials in the KeyShot Manual. Visit the blog post to see advance application of volumetric lighting. This stage of your scene building comes down to creative expression and preference, so play with these settings until you’ve dialed in the appearance that best fits your needs. You can create stylized effects by adjusting the Spotlight or Scattering Medium’s Color and you can adjust the intensity of your fog-like effect by adjusting both the Scattering Medium Transparency Distance and Density. At this point, it’s all about adjusting both your Scattering Medium and Spotlight to create the look you’ve envisioned. With your Scattering Medium now applied and your physical light in place, you’re now ready to finalize your composition. The difference is that the Library material is a preset with Transmission Color set to a neutral grey, while changing the material Type to Scattering Medium will set the Transmission Color to the geometry color. Another quick way to apply the Scattering Medium is to double-click the geometry, which puts you into the Project window, Material tab, and change the material Type to Scattering Medium. Now, switch to the Materials tab and drag and drop a Scattering Medium Fog material. Then, scale the geometry up or down to encompass the entirety of the cameras view as necessary. With the light set, go to the Library window, Models tab and add a piece of geometry (like a Sphere or Cube) by double clicking on it. (Note: If using KeyShot 9 or prior, you will need to first add a piece of geometry to your scene and then apply a Spotlight material from the Materials tab to create a physical spotlight.) 3. Adjust the Spotlight parameters to your needs. Next, add a Spotlight ( Edit, Add Light, Spotlight or Shift+4) and move it above your object. To create this type of composition, you’ll first want to place your subject in the center of your scene and add a Ground Plane ( Edit, Add Geometry, Add Ground Plane or Ctrl+G) to give your subject a surface to sit on. This is a great method for creating hero shots that illuminate your subject and call attention to details such as surface texture or material properties. In our example scene, the house plant is isolated and prominent with no other details in the background. To demonstrate this, we’ll use a Spotlight to give you a basic understanding of the process, then show you two ways you can use this same concept to create more complex scenes. To get started creating volumetric lighting in KeyShot, you’ll first want to consider the composition of your scene - the subject to highlight, where the rays are coming from, how noticeable you want the rays to be. Whether it’s rays of light passing through an exposed window, a stray beam illuminating a neglected furniture piece, or fast-moving vehicles headlights piercing the darkness of night, volumetric lighting can produce incredibly dramatic effects that help better tell the story of your scene. Today, we’ll show how it’s done using KeyShot’s Scattering Medium and Spotlights. KeyShot also has rich volumetric lighting capabilities that allow you to create light rays (god rays) or lights shining through a hazy scene. KeyShot has an array of lighting capabilities from simple drag-and-drop HDRI lighting to physical lights, along with lighting presets to get you started and a Light Manager to make controlling your scene lighting easy.
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