Keyshot textures8/27/2023 ![]() Sorry to be so negative and kvetch like that, but it's been a good while, nothing seems to be happening, and it's getting old. That will be a major pain in the tusch now that we have got used to having it. I expect that the KS deal will be discontinued, either in the next version, or the one after. It's crazy that there are no patches 6 months later. I do not have the live link version of GMD, and frankly I don't expect to ever have it until 3DS figures out that the version is riddled with unacceptable errors as reported right here. A last minute "let's add this, how hard can it be?" deal. Looks like it was done off a data sheet, and left to be what it is. I'd suspect it of being never tested, and being really a disguised alpha version, frankly. And although GD did apply a different color to some holes I created when I sent the part to KS all surfaces were the same color. I would expect the import to look the same regardless if it is KeyShot Pro or KeyShot for 3DSystems.Īs for GD not being able to assign colors to surfaces, I tried to use Feature Color. I provided support with the model and the last response has an image that has missing parts and the colors are way off. ![]() When I asked GD Support I was directed to read their release notes that stated they only support the KS for 3D Systems version of KeyShot. KeyShot support directed me to 3DS since they created the LiveLink Add-On. On subsequent updates the material change will be different, one time Red another time Green. When I make a change in GD and resend to KS the materials are all the same. I have an assembly that has Red, Green and Yellow parts. All the good choices end up sucking.Īn important issue when using KS Pro with GD is that GD will reassign materials willy-nilly. It's a mess, and probably cannot be untangled without making a new and completely incompatible version of GMD. ![]() GMD uses the part name as the file name, and tangles the part number in there too. This is all of a piece with the whole part name vs file name vs part number argument. BUT, if 3DS had done it correctly, you could, IN GMD, change to any other material which you have named and have identified in keyshot's materials conversion file, and the change will be automatically made by Keyshot, no laborious manual editing required. So you must manually change, in Keyshot, every individual item that has been altered, every time a new bip file is made. ![]() Except that GMD doesn't allow that the easier way, nor does it allow assigning material by instance.ĮDIT: The big issue with this is that any time you want to change material, you must do it thru Keyshot, and cannot do it automatically by reassigning it in GMD. The right material file, and you can have identical pink green, purple, or whatever elephants if you want them. HOWEVER, you SHOULD be able to export the material to Keyshot, and Keyshot gives you the option of using the part or material as the tag for material, color, etc. You can specify different materials in GMD, but the bip file ignores the materials, and inserts the file name. 3DS did not understand Keyshot when they made that decision. one huge problem as an example: By 3DS' own admission, the "bip" file uses the file name as the material name. GMD is way way behind the curve on most of the connection to Keyshot, they cannot have used it much or understood it well when they did the integration. GMD has a name for each surface, but does nothing external with those, nor does it allow color assignment, etc by surface. I believe in other software, such as Solidworks, you CAN separate surfaces, and that can go through to Keyshot. Geomagic cannot make different surfaces different colors etc, without desperate workarounds that do not export. The part is all one piece with properties same throughout, and I do not think surfaces come through to keyshot with names. As far as I can determine, or have been told, it's NOT a limitation in Keyshot, the problem is Geomagic.
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