HyperShot FAQ
GENERAL
- What's new in HyperShot 1.2?
- What is the difference between HyperShot Web, HyperShot
HD, and HyperShot Pro?
- If we buy HyperShot Web or HyperShot HD, will it be
possible to purchase an upgrade to the next resolution or a full version (no
image size limitation)?
- Is it possible to try HyperShot first?
- Is HyperShot compatible with dual processors or
multiple core machines?
TECHNICAL
- What CAD formats are compatible with HyperShot?
- How can I refine the tessellation of a Solidworks
model?
- How do you save your own materials?
- How do you apply textures onto a model?
- I picked a texture material from the material
library, and it doesn’t show up on the object.
- My obj, or IGES file is one single material group
when transferring into HyperShot.
- Is it possible to use my own high dynamic range (HDR)
images?
GENERAL
What's new in HyperShot 1.2?
- New resolution for HyperShot HD
HyperShot HD
now offers offline rendering resolution of 2,560 by 1,600 pixels, or any aspect
ratio up to a total of 4.1M pixels.
- Save and organize your materials
- Save and delete materials from the library.
- Create custom tabs to organize materials for fast selection.
- Share and exchange materials with other HyperShot enthusiasts.
- New material types
- Flat – perfect for masking individual parts or entire objects.
- General – a default material type that is used to interpret the
imported object materials, including textures. This also implements texture
mapping, allowing you to now texture map, bump map, and decal your object (as
long as texture vertices are present).
- Wireframe – for displaying a material group in shaded wireframe rather than
a solid material.
- Improved texture mapping
- Apply color texture maps, bumps maps, as well as decals using
the General material. The object needs texture coordinates which are obtained
from the originating modeling application.
- Improved model and scene interaction
- Context sensitive right mouse button pop-up menu for direct
model and scene interaction.
- Ability to hide part, unhide last hidden part, and unhide all.
- Ability to delete parts, as well as undo delete last part.
- Improved moving of objects even after original import.
- New and improved camera interaction
- Numerical control of twist angle and focal length.
- New camera motion keys:
....Rotate ALT – LMB or
LMB
....Pan ALT – MMB or MMB
....Dolly ALT – RMB
....Caustics and
indirect global illumination
- Support for light penetrating glass and its resulting
reflectance on the ground, as well as light bouncing off illuminated surfaces
for ultimate realism.
- New range of quality settings for offline renderings
- Samples: up to 256
- Raybounces: up to 256
- Anti-Aliasing: up to 8
- Filter Size: up to 5
- Shadow Quality: up to 10
- NOTE: Raising these values may increase rendering time
significantly. For further details on these render parameters please consult the
user manual in installed program folder.
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What is the difference between HyperShot Web,
HyperShot HD, and HyperShot Pro?
All HyperShot products feature the exact same features and
functions.
The difference between the products is resolution. This
is equivalent to digital cameras, TVs, digital displays etc. The difference
between the 3 products is as follows:
- HyperShot Web – 800 by 450 pixels, totaling 360,000 pixels for
realtime render and 360k pixels for offline render
- HyperShot HD - 1920 by 1080 pixels, totaling 2 mega-pixels for
realtime render and 4.1 mega-pixels for offline render
- HyperShot Pro - unlimited rendering resolution
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If we buy HyperShot Web or HyperShot HD, will
it be possible purchase an upgrade to the next resolution or a full version (no
image size limitation)?
Yes.
Please contact us on how to purchase
upgrades.
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Is it possible to try HyperShot
first?
Yes.
Bunkspeed is providing a limited trial version
shortly for download to experience the unbelievable power of HyperShot prior to
purchasing. Please visit the HyperShot homepage for more detail. Or click here to go to the
download page.
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Is HyperShot compatible with dual processors or
multiple core machines?
Yes.
HyperShot will run on any multi-core,
multi-processor machine. HyperShot will take full advantage of all available
processors by pegging each CPU between 95% - 100%. As the number of processors
and/or increases, the performance will also increase at near linear scale.
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TECHNICAL
What CAD formats are compatible with
HyperShot?
The first release of HyperShot supports native SolidWorks part and assembly
files, Rhino, OBJ and IGES and STEP. Other formats will be supported soon. For a
complete list of supported file formats and applications, please check here.
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How can I refine the tessellation of a
Solidworks model?
When creating close up images of models, the tessellation may not be fine
enough. To change the tessellation inside of SolidWorks, please follow these
steps
- Open Tools > Options. Select Document Properties > Image
Quality.
- Move the slider under “Shaded and draft quality HLR / HLV
resolution” towards “HIGH”.
- Optionally check “Optimize edge length”.
- Make sure to check “Save tessellation with part document”
- Don’t forget to save the assembly.
- Caution. Changing these values may result in a significant
increase in the data set. Please make sure that you have the proper amount of
RAM available to load larger data sets.
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How do you save your own materials?
After mixing your material on your model, you bring up the materials library with the 'm' key and right click on it. There you will have options to add or remove a new tab, and add or remove a material. Custom materials are saved as part of the materials.bip file in the materials folder. Many new materials have been added with Version 1.2.
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How do you apply textures onto a
model?
Right now, you can’t apply textures and decals inside HyperShot. Texture
mapping and decal placement should be performed inside the 3D modeling
application prior to transferring your design into to HyperShot.
Make
sure you use either obj or the native Solidworks file format to transfer the
textures.
Textures are part of the Advanced Material. Material properties can
be altered by double-clicking on the part with the texture.
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I picked a texture material from the material
library, and it doesn’t show up on the object.
If you pick a material that has a texture applied to it, such as any of the
woods, carbon fiber, etc. and it only shows up with its base color applied, then
your model doesn’t have texture coordinates.
Right now, HyperShot
doesn’t generate texture coordinate upon import. Texture coordinates have to be
obtained from the 3D modeling program by applying textures to the model. There
may also be other ways of creating texture mapping specific to the application
that you are using.
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My obj, or IGES file is one single material
group when transferring into HyperShot.
When importing obj and IGES files, HyperShot is currently looking at the
individual materials that have been assigned, and is assigning material groups
based on these.
In order to have parts and assemblies broken out into
their individual components when using these file formats, please ensure that
all individual components have individual materials assigned to them.
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Is it possible to use my own high dynamic
range (HDR) images?
Yes. As long as the HDR images are in spherical form, the will work inside
HyperShot.
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