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'Within You Without You ’ Using Keyshot Labels For Texturing Effects

'Within You Without You ’
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Thoughts And Texturing Technique To Share
It came to mind when creating this piece that the Labels function of Keyshot could be used for more than merely adding labels or stickers or logos to a Keyshot render. In other words the use of Labels (projected textures) can provide a subtle means of blending polypaint underpainting on a ZBrush mesh with a painted projected texture map in Keyshot as an over paint. This overpaint of other projected textures can add further paint fidelity and noise elements to a surface that is not so easily achievable through polypaint alone. Aside from being a means of producing very targeted texturing effects it can also be a way of creating happy accidents.

With regards the basic Keyshot Nodes I’ve attached two jpgs with a written description that I hope explains the basic gist should any of you good folks wish to give it a whirl.

1, Blending Polypaint With A Keyshot Label Texture.

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Select the Polypainted ZBrush Object In Keyshot > Select it’s material and add a Label Texture - choose it’s mapping type nd position as required>material graph.
Change the material type of the label texture map to diffuse (default is plastic)
A Color Adjust Node is added to the opacity input of the diffuse material node that the label texture map is plugged in to > this is then blended via the color brightness of the black and white value of the Color Adjust Node

2: Blending Polypaint With A Kayshot Label Texture + Using A 2nd Label Texture Map To Mask The First Label Texture Map

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1, Select the Polypainted ZBrush Object In Keyshot > Select it’s material and add a Label Texture - choose it’s mapping type and position as required >material graph.
Change the material type of the label texture map to diffuse (default is plastic)
A Color Adjust Node is inputted to the opacity input of the diffuse material node that the label texture map is plugged in to > this is then blended via the color brightness of the black and white value of the Color Adjust Node
2,To further mask out the the initial label Texture Map node it is duplicated and assigned a new texture - a png with a white shape and transparent background - this is plugged in to a color invert utility node which is then plugged in to the ‘value’ input of the Color Adjust node.

Yours etc
Boozy.

11 Likes

That’s a really interesting approach. I don’t use Keyshot much but I think the same principles would work in Arnold because that’s node based too, given me a lot to think about :slight_smile:

The end result is superb.

Nice! thanks for sharing Mark. Maybe the ‘curvature’ node texture could also be a nice way to control the blending of those textures!

Awesome image by the way. Your style is very refreshing! :+1:

Really nice as always =) Final result turned out excellent!

-Joseph

Thanks Mr Bosch - yes absolutely the technique would be transferable

Thanks Mr Pablo and sweet idea about the curvature node .

Thank you Joseph.

Best wishes,
Boozy

Excellent work Boozy!! :metal:

Thank you Mickael :man_artist: :sunflower: :fr:

Another fashion victim of Nodes’ power! :yum:

What would a new forum be without your presence, Mark. Lovely work, as usual. :heart:

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Vive la Nodes Monsieur Pilou!! :grinning:

Thank you Metin - to show my appreciation I offer the internationally recognised sign of friendship i.e The Paul Gaboury icon :paul:

Wonderful, as usual!

Thank you Marcus for your kind words.

Great work! Boozy, It`s seems really tricky to do this painting like render. Love it!

Thank you Steven, much appreciated.

just awesome work ideas and style
I need to take some rendering lessons from you

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Thank you Tomas, your ZBrush Live talks about line , reflectivity tonality and surface have been a great inspiration to me.