Keyshot 8 Released

 

Earlier this week, Luxion released its latest version of their flagship product, Keyshot 8. (Try out a demo or buy the latest here.)

I had the pleasure of being invited to participate in Alpha & Beta testing of the software to help discover bugs and issues as well as test out some of the new powerful features they’ve added including but not limited to;

  • Image Styles with Photographic Mode for Tone Mapping

  • Frontplate & Background image options

  • Bloom Threshold

  • Cutaway Shader w/ Material Caps

  • New Liquid Interaction w/ Nested Dielectrics

  • Multi-Layer Optics Shader

  • Scattering Medium Shader

  • Ability to map density textures and support for OpenVDB

  • Displacement Mapping

  • Geometry Scatter Shaders; Flakes & Bubbles

  • Configurator and Viewer Improvements

  • Other workflow and usability performance enhancements

I’m very excited about most of these new features, especially in the liquid interaction and geometry shaders, as those will have a big impact on my day to day work. It’s very obvious to me that this update was to entice the creative and artistic side to the user’s interaction, whereas, Keyshot 7 definitely appealed to the workflow and user interface side of things.

Luxion also held a closed competition for Beta testers to push for the best image and animations showcasing the new features. I participated with two entries, (Seen below) and the Luxion team awarded me with a First Place prize for the Beer Mug. I modeled all of the parts in Blender, and imported them into KS8 for the composition, lighting, shading and rendering. I utilized a few of the new features including displacement, bubble scatter, openVDB support, and definitely the new nested dielectrics approach for the liquid in the glass interaction.


  ‘A Little Over the Top’  - First Place Winner -  Keyshot 8 Beta Competition

‘A Little Over the Top’ - First Place Winner - Keyshot 8 Beta Competition

The render came out beautifully, and I was actually surprised that after the 14 hours of calculations finished, there wasn’t much I felt I needed to change. Part of the fun was that I discovered a new method for driving the bubble density inside of the glass/liquid. It turns out, you can use an OpenVDB file as a density map texture for the bubbles. I ran a custom smoke simulation in Blender, and saved the cache files for one of the frames as .vdb and plugged it into the new bubble geometry node. (See below)

LiquidBeer_VolumeDensity_DM.png

 My other entry was actually my original submission for the contest, but after a deadline extension, I decided to go for the Beer Mug attempt. (Thankfully it paid off!) For this image, I wanted to of course, showcase, displacement (see plate, and crumbs) and liquid interaction, as well as the bubbles. Here the crema of the espresso is actually from a cloudy plastic shader with super high density on the bubble scatter.