1.HS does not support FBX, and different objects need to be given different colors to be given different materials in HS. 2.HS does not support MR material, so when outputting OBJ, you need to use MAX's standard material to have layered material, otherwise HS will be considered as only one material, without layering. 3. The materials of MAX and HS are in one-to-one correspondence, that is, although they are different objects, their materials are the same in Max, so they are the same in HS. Materials are not only used as sub-ids. 4. It is impossible to divide the ID without giving a variety of materials. You have to use multi-layer sub-materials to have a layered function. 5. When you want to import layers, it should be noted that HS will stick your objects on the ground. 6.HS defines an object according to its material. For HS, an object is all objects with the same material. Even when dividing materials, HS is often confused. 7.HS does not support the Chinese display of MAX imported materials, so it is better to use English when setting. Otherwise, the system will say that the columns displayed in Chinese are the same material, leading to errors. 8. Don't drag the given material and then modify the material that comes with HS, which will change the system. The correct way is to SHIFT+ right click and then double click to modify. 9. Only the first imported object can be moved, not the merged object. 10.ior adjusts the brightness of the material. The higher the value, the more it looks like a complete reflection. Generally speaking, it is necessary to adjust 1 1. Shift+P stops real-time rendering 12. You can use PS to make HDRI as the illumination map of the object 13. Gamma in image and environment is equivalent to contrast. The higher the contrast, the smaller 14. Screenshots can't replace rendering, just save the pictures you see, but when? The main reason is that some parameters affect the rendering and will not appear in real time. But if you do this rendering and do other things at the same time, you just need to improve the parameters of real-time rendering. 15. Double-click the material to adjust it yourself. Now you can render it all. You can usually refer to the effect ~ 16. When rendering, the parameter of shadow should be raised a little, which is too low by default, about 5. With ANTI-alising 17, you need to find a suitable HDIR for caustics, because the physical characteristics of caustics determine the use of plane light. We need to find an HDIR image similar to a point light (18). Raybonous affects the reflection time of materials (19). HS can associate materials, that is, multiple objects are given to the same material, which is much more convenient to modify. 20. If the shadow is too white, you can increase the gamma to increase the contrast, or correct the exposure of HDRI light source (2 1). Generally speaking, the roughness of materials will be higher than 0.5. 22.GLOSSSAMPLE can be smooth when it is set to 8- 16, but it has no effect when it is set to 0. If used together, you can get a bright surface that is not rough. 23. Copying the material in the scene and then selecting the material library will automatically close HS, SHIFT+P and then CTRL+P will die (PS: my system will do this) 24. When representing some colors with high brightness, such as yellow, it is sometimes necessary to reduce its diffusion parameters to the environment 25. When adding your own materials to the material library, remember to save your own material library 26. HDRI suits you well. After determining the material, press the up and down left and right keys to adjust the brightness. Opening the coordinate system helps to place the position of the object. 27. Don't turn on the light, it's too slow. 28. The depth of field is controlled by FSTOP, and the distance can be shot directly in the picture. The smaller the value, the more blurred the view. It feels rough when rendering. Increase the sampling value! ! ! 29. If you want to get a real fuzzy reflection effect, make a floor for a real object and then give it a metal material. 30. The brushed metal in the material library is different from the anisotropic material with the same parameters set by itself! ! ! 3 1. When using rhinoceros for output, you'd better choose REFINEMESH. Some models have grid blocks by default. 32. Some shortcut keys are wrong, such as SHIFT+ALT+ Right click to zoom in and out. 33. General materials can well control the surface color and reflection, which can be adjusted by the environmental parameters of diffuse reflection and reflection. Well, that's all about "Keyshot". What are the lighting rendering techniques? "keyshot Lighting Rendering Skills Summary" has been shared, and I hope it will be helpful for you to master keyshot learning ~ If you can't fully learn the graphic tutorial, then I still suggest using video operation to learn. Professional system learning can quickly learn the use of Keyshot software ~ click on the link: