I used Keyshot previously for rendering, but we are switching to Visualize as it comes free with the license. I find really frustrating when trying to get the same effect as you can get on keyshot.
the Visualize standard (free) is junk. You have to get Professional before you can really use the program to the full potential.
I wouldn't be so drastic, but close enough. You can achieve a much better quality image with Keyshot 5, then with Visualize 2018, the controls in visualize are ridiculous and so time-consuming.
i completely agree! Some of the edit features make you go in a long loop around just to change simply features.
Can you be more specific or maybe post an example? Also have you watched the basic getting started training
SOLIDWORKS Visualize | MySolidWorks Training
I CAN NEVER GET THOSE TO PLAY...
You need to have a Legal licensed copy of Solidworks to view the tutorials... Then they work fine.
Honestly, I just wish I could move the viewport 360deg in all directions. Having to go back into Solidworks to set up cameras isn't a great workflow when I could have simply moved the viewport to where I wanted if only Visualize would have let me.
That doesn't seem to be right Jeffrey, something must be wrong. You can definitely move the camera just the same as in Solidworks in Visualize Standard. You can also create as many cameras as you want and have each of them positioned separately. Did I misunderstand what you are saying?
Mark, Jeffery is correct. You cannot move the camera in Visualize to any point around the model - the X-axis Latitude cannot go beyond +- 90 degrees. This normally is not a problem for most product shots, but I ran into this issue recently when I was rendering a series of products that hung on a wall and I wanted the floor shadow (and not use an actually wall object) to actually be the wall shadow, so I had to rotate (transform) my model 90 deg. so that the floor shadow was now behind the wall product instead of below it. Well, that didn't work because I could never position my camera slightly above the product as I had it rotated in visualize now. My only recourse was to use an actual wall object to gets shadows casting on the wall.
Also, I believe you cannot apply materials in Visualize to bodies; I believe you must first apply the appearance in SW first to bodies to get the group appearance on the body in Visualize. This is a huge one for me because most of my product concepts for renderings are made up of a single multi-body part, not an assembly of components.
i think that depends on how you import model to visualize:
2017 SOLIDWORKS Visualize Help - Import Settings Dialog Box
Yes, I believe what you mean is to first apply appearance to each body separately in SW (and then use appearance group in Visualize), but it would be a convenience to have "body" as it's own selection type in Visualize...
A couple tips Jeffrey just in case you've run into this.
On the General tab in the cameras pallet, uncheck "Keep Above Floor" so you can pan down below the model.
If you've imported a camera in with the model from Solidworks, the camera can come in with a twist value applied that can make navigation a bit wonky. On the Transform tab, reset the Twist value to 0, or create a new camera.
Thank you for the tip Mark.
I've noticed that "Keep Above Floor" only works on some models, and it sometimes needs to be toggled on and then off in order to work.
Perhaps the controls in Viz Pro work better. I'm just using the basic version which was bundled with my SW18 license.
they not only work better there is also more of them, i couldn't believe the difference in standard and pro. its like going from MS paint to Photoshop
Amen to that Lina, I think the Visualize UI is horrible - and want it to be better thought out and leaning more toward Keyshot's UI.
Hmm. This seems to be diverging in few different directions...
This doesn't seem to be a Visualize vs Keyshot issue. As the Visualize camera works much the same as Keyshot camera. They are "turntable" or "Y up" style cameras. For example, if you look from the TOP, and you move your mouse (to rotate) LEFT to RIGHT... the object will appear to spin around the Y axis (it's actually the camera that is rotating). SOLIDWORKS on the other hand, while having an option for this style of navigation (RMB, Rotate about scene floor) defaults to a "trackball" or "object" style navigation. If you look from the TOP, and move your mouse (to rotate) LEFT to RIGHT... the object will appear to flip over so you see the side or bottom. It's more like holding the object in your hand. Remember, in both cases, you're actually manipulating the camera. But SW makes it feel like you're manipulating the object. I've seen people that LOVE or HATE one or the other. Depending on what they're used to or where they come from. But to be clear, this is not an issue between Visualize and Keyshot. The only difference out of the box, is that Visualize has the "Keep above floor" turned on by default. While KS does the opposite. Meanwhile, Visualize can import your SW viewport and camera definitions which is something KS doesn't offer. Ideally, Visualize would offer both styles of camera manipulation to users so they could choose...and likely default to the SW style of camera manipulation for SW installation (remember there are installs outside of SW).
Again, I'm not sure I follow how this relates to the subject of this thread. Depending on how you import the model, will dictate how the project is broken up into Visualize parts, and how appearances are assigned. The same sort of object breakdowns and appearance applications occur with Keyshot.
The Subject: Visualize be more like Keyshot please
As Alan Sweetenham asked... can people give more specifics on this? I assume we're not talking so much about the actual User Interface (colors, design, etc) but more about workflows. In which case, again, specifics...besides the aforementioned ones which are not related to a comparison with Keyshot (at least IMO). If I said, "I wish my Toyota Camry was more like my Honda Accord"...what do I really mean by that? I need to offer specifics...
This is a very worthwhile thread to all of us, so I'm just looking to target it to some specific details, to find out where we can improve.
thanks for responding. As far as the UI - I'll reply in the near future as I gather some notes, but as far as the Visualize camera, this is the issue that led me to discover my problem with the Visualize Camera in a recent client project. I've attached a simple example part that represents a wall-mounted product in SW. I've also attached the Visualize file of it. My goal is to be able to position the camera in Visualize the way that I have it in SW. In order to get the ground shadow to display in Visualize behind the object (like in SW) I had to transform>rotate my part in Visualize. Once I've done that it seems impossible to get the camera position "above" the object.
I want to position my Visualize camera shown here:
Like this in SW
Perhaps you could shed a little light on what I'm doing wrong?
Unfortunately you cannot re-orient the scene elements...or position the virtual ground plane in the scene, like you can in SW.
For now, either clumsily manipulating the camera as you are trying to do... OR you might be able to mimic the workflow below, by using a combination of output render passes and work in post. Maybe I'll give that a try and outline the procedure in another post.
What we could possibly do (as a future Enhancement), is allow you to specify any arbitrary geometry as a "shadow catcher". Which is actually far more flexible.
In this case, you would simply turn off the normal ground plane in Visualize. Then add a primitive plane (we actually have a "wall" in Visualize to avoid having to rotate a "plane" to the correct orientation). In this case the matte grey object is the primitive "wall" I simply added inside Visualize.
Then there could be an option to toggle this geometry into a "shadow catcher"..
The cool thing is it doesn't have to be a plane. You could construct simple geometry to match up with back-plate for example, and get shadows to cast accordingly across the backplate.
Again this would be an enhancement...
+VOTE if it's something you would appreciate.
Can I give a +10
Quite a few rendering packages have this ability and it works well in those.
Thanks for the reply. Yes, your solution is what I ended up doing. I built a virtual wall in SW and brought it into Visual along with all my concepts when I rendered.
BTW, Keyshot does NOT have this limitation in version 9 (but it used to in earlier versions). I'll put in an ER on it when I get the chance.
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