Matching MoI and Keyshot camera  1-20  21-22

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 From:  Martin (MARTIN3D)
7093.1 
Hi,
I want to combine AI exports from MoI with Keyshot renderings
To do this I exported my test model as .obj file and as .ai file.
After importing the .obj file into Keyshot I tried to match the camera settings as shown in the attached picture.
But after importing the Keyshot rendering and the .ai file into Photoshop both views don't match.

What can I do to match both views?
I think that Up down angle should correspond to Inclination and Left right angle to Azimuth but when I enter MoIs camera settings this way the view is far off.
Where can I see the camera distance in MoI?


-Martin
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 From:  coi (MARCO)
7093.2 In reply to 7093.1 
Hi Martin..

there exists a extended version of the Options > View > "3D view angles" dialog with the option to get/set the camera and target points.

http://moi3d.com/forum/index.php?webtag=MOI&msg=6962.13

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 From:  Martin (MARTIN3D)
7093.3 In reply to 7093.2 
Thanks Marco, that helps with further experimentation.

-Martin
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 From:  DannyT (DANTAS)
7093.4 In reply to 7093.3 
Hi Martin,

Just curious in what you want to achieve, doesn't Toon shading in Keyshot do what you want? It looks very similar.

~Danny~
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 From:  Martin (MARTIN3D)
7093.5 In reply to 7093.4 
Hi DannyT,

as shown in the example above I want an illustration of a wood plank with the wood grain, silhouette lines and a thicker outline visible.

I'm an absolute Keyshot beginner so I may not be correct but what I found is:

- Keyshots Toon Material doesn't allow to set a thicker outline (I could do that in Photoshop though)

- I don't see a possibility to combine a Keyshot procedual wood material with Toon outlines.

-Martin
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 From:  ed (EDDYF)
7093.6 
Martin -

Perhaps try saving the MoI scene as a jpeg, then bring it into KeyShot as a Backplate. That way you have the MoI scene as a reference when manipulating your model and camera within KeyShot.

Also if you have KeyShot version 5, try the Perspective Matching tool to get the KeyShot camera to match the MoI camera. To do so, I would add X, Y, Z reference lines in MoI to allow perspective matching in KS.

Ed Ferguson
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 From:  Ronamodeler (RON_A)
7093.7 In reply to 7093.6 
I have used the backplate approach in the past. It's a bit tedious, but it works.
I'm hoping this thread yields a precise solution - the perspective matching sounds promising...
Ron
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 From:  Martin (MARTIN3D)
7093.8 In reply to 7093.6 
Thanks Ed,

unfortunately Match Perspective seems to be a pro feature. I have the basic version of Keyshot.

-Martin
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 From:  BurrMan
7093.9 In reply to 7093.8 
I think the fields under "lens" is whats messing it up. Im not a view guy but i think this part can be figured out. Its either knowing the lens value moi is projecting or have you tried changing mois view type?
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 From:  Martin (MARTIN3D)
7093.10 In reply to 7093.1 
"Save as an .fbx and make sure to check the "Import Camera" box under the Environment and Camera accordion when importing into KeyShot."
https://www.keyshot.com/forum/index.php/topic,8498.0.html

I imported an .fbx file from MoI into KeyShot but unfortunately MoI doesn't seem to export the camera data.
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 From:  Michael Gibson
7093.11 In reply to 7093.1 
Hi Martin, it could be possible that MoI and Keyshot measure the field of view slightly differently.

MoI measures it such that field of view covers the innermost square of the viewport, meaning the lesser of either the width or height of the image. This is so if you change the viewport size to different aspect ratios the field of view kind of adapts to the size.

Many rendering programs measure it strictly by image width. So you may need to incorporate a modifying factor of your image width/height aspect ratio into there to get it to match.

- Michael
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 From:  Jay (JAYGEE)
7093.12 
Hi Martin,
if you import the .3dm-file into KeyShot the camera of the 3D-view of MoI comes with it.
Would be great to have saved views in MoI for such cases.
Hope that helps.




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 From:  Martin (MARTIN3D)
7093.13 In reply to 7093.12 
Thanks Jay,

is importing .3dm a KeyShot PRO feature? Because when I try to import a MoI 3dm file I get this




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 From:  bemfarmer
7093.14 In reply to 7093.13 
Hi Martin.
Keyshot 5 Pro is required to directly import Moi .3dm NURBS data.
Keyshot 5 HD version does not do so.

As I recently learned here: http://moi3d.com/forum/index.php?webtag=MOI&msg=7096.1

But you can easily shade the .3dm in Rhino5, if you have it, for import into KS5HD version

- Brian, beginning KeyShot user

EDITED: 3 Dec 2014 by BEMFARMER

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 From:  Martin (MARTIN3D)
7093.15 In reply to 7093.14 
Thanks for clarifying this Brian.

Thanks to Frenchy Pilous Black Friday hint I'm now also a beginning Keyshot user :-)
The original price was always too high for me.
Maybe I upgrade to Pro on the next Black Friday.

-Martin
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 From:  chippwalters
7093.16 
One of the problems with importing the nurbs directly, is you cannot take advantage of Keyshot's *rounded edge* rendering-- which is quite a popular feature for many Industrial Designers.

Still, it would be great if there was a documented workflow which allowed for MoI wire overlays. A few of ideas:

1. MoI import Keyshot camera settings (I suspect this would have to be done manually AFAIK Keyshot's bip format is not open).
1a. If this is possible, then MoI could possibly composite the final is the bg image of a viewport was set to the Keyshot image.

2. MoI exports a scene format which correctly matches Keyshots upon import. Compositing would have to be done in a third party program.

3. Keyshot creates a mode which renders the NURB wires on top of existing model. In this case MoI does nothing ;-)

4. A Keyshot plugin would also be good if it would export both NURBS and/or OBJ. I prefer OBJ because of the previously mentioned *rounded edge* renders.
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 From:  Jay (JAYGEE)
7093.17 
After loading the .3dm-file you can import the .obj as well. So "Rounding Edges" are no problem.

I did a comparison of a MoI-KeyShot-matched camera setting. Unfortunately I can't translate the settings from one to the other.
I suppose somewhere is a website where you can convert such settings but couldn't find it anymore.
Maybe somebody knows a way to transfer those camera-settings.

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 From:  Michael Gibson
7093.18 In reply to 7093.17 
Hi Jay, probably using the "Absolute" method would be your best bet. Did you push the "Select Look at point" button to put in the MoI target point as well?

You might try putting x = 0, y = 1, z = 0 for the up direction, and then the one that may be a bit tricky is matching the field of view.

Moi measures field of view as the angle covered by the innermost square in the view plane, meaning the minimum of either width or height.

Probably KeyShot is measuring it as across the entire image width. So you may need to do a conversion factor of multiplying the MoI field of view value by a scale factor of render image width / height.

- Michael
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 From:  Jay (JAYGEE)
7093.19 
Hi Michael,
here is another matched Camera of Keyshot.
I don't really come through. I just wanted to know if it is reconstructable and maybe would work into the other direction. (KeyShot -> MoI)

A the moment for me it's ok to work with:
Making screenshots of the different camera-settings in MoI.
To generate a MoI-camera in KeyShot update the .3dm-file wich has the last camera-settings stored. tx

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 From:  Michael Gibson
7093.20 In reply to 7093.19 
Hi Jay - what does the difference between the 2 views look like? Are they at least centered on the same spot or is that not the case either?

What is your pixel width and height resolution that you are rendering at in KeyShot?

- Michael
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