Product Support
Full PBR Texture Support
Native Model Files Available: N/A , suggested to use .fbx
HDRI Support
How to import Poliigon Models into Keyshot
To import models into Keyshot, make sure you’re first selecting .fbx as your download format from Poliigon. Then follow these steps:
Navigate to the Properties tool bar (bottom nav bar by default), and select ‘Import’. Then select the .fbx you downloaded from Poliigon. Because Poliigon maps are downloaded as individual files rather than a material container type, you can ignore the texture options in the import dialogue box.
How to import Poliigon PBR Textures into Keyshot
To import materials into Keyshot, select the model whose material you want to edit, either by clicking on the model directly, or by clicking on the model in the list in Project Panel > Scene tab.
Switch to the Material tab in the Project Panel, and double click the object, or, at the bottom of the Project panel, double click on the specific material you want to edit in “Materials” list.
Depending on the type of material, you’ll want to switch from the ‘generic’ material type to one that best matches the intended material. For ease of use, since we’ll be using the node editor anyway, we’d recommend selecting the ‘Advanced’ material type from the dropdown.
Select “Material Graph” toward the top of the window to open the node editor
Navigate to the unzipped texture folder you downloaded from Poliigon (or to the model folder that contains the associated texture files), select all the relevant maps, and drag them into the node window. Keyshot will create nodes for each texture file added.
To ensure all maps are adjusted simultaneously, you’ll likely want to add a mapping node. Right click in any empty space in the node window and select Utilities > Mapping 2D. Then connect the output of the mapping node to the input of each texture node you added. Now adjustments like tiling amount will affect all maps.
You can now connect each texture map to the correct node on the Advanced material node. For example, Base Color map will connect to the Diffuse input, Normal map will connect to Bump etc.
Please note that the normal map may produce the most accurate results when using negative values.
For Displacement maps, you’ll need to right click and select Geometry > Displace. The output of the Displace node will connect to the Material node at the end of the node chain.
Some Poliigon materials, such as rusted metal, are a little more complex to create, as Keyshot doesn’t have an input for a Metalness map. However, Keyshot does allow layered materials, through the use of ‘Labels’. The following node setup can be used to create a material that has varying levels of metal, as a result of a rusted surface. As you can see, we have added a Plastic material, and connected it to the Material node in the ‘Label’ socket. To that, we have connected all the same maps, with the addition of the _METALNESS map. Because the underlying material we chose is already metal, here the metalness map is instead being used to control the opacity of the Plastic. We’ve inverted the map in order to allow the correct parts of the metal material to show through. In this way, the sections of the material that are rust are no longer showing as metallic, but instead as a dielectric material, aka non-metallic.
How to import Poliigon HDRIs into Keyshot
To Import Poliigon HDRIs into Keyshot, switch to the “Environment” tab in Project panel, making sure the “Settings” sub-tab is selected.
Click on the folder icon to bring up an explorer window, where you can navigate to your downloaded HDRI
You can now use various options in both the settings and HDRI editor sub-tabs to rotate the HDRI, adjust brightness, blur etc.