How to use Poliigon Textures in Keyshot
Do you love to pick apart materials to see how they work? If so then we have a sample material project file (KSP), pre-made to show the correct setup for dieletric materials such as wood and tiles, along with a correct setup for metal materials using the specular workflow. In most cases you can even take these materials and simply replace the various maps with those of another material type and have them work instantly!
In these video tutorials you'll learn how to get the most out of your Poliigon textures with KeyShot.
Using Poliigon textures in Keyshot - Part 1 (Material Basics)
Using Poliigon textures in KeyShot - Part 2 (Surface Imperfection Overlays)
Metal materials can be tricky to get right because they not only require a different node setup from regular materials, but the shader itself also needs to be adjusted to disable it's "fresnel" setting. Fresnel for regular dielectric materials like wood, tiles or concrete is absolutely essential, otherwise these materials would look overly reflective from every angle. However when it is enabled for metal materials, they will look dull and never achieve the shiny quality desired for that nice metallic look.
Our newer metal materials on Poliigon also come in two different workflows; specular and metalness. Note: the older metals are also being re-worked to conform to this new standard. By default these metals will download in the specular workflow, which is good for Keyshot users because the metalness workflow will not work and can be ignored entirely. To learn more about the differences between workflows, people check out this page which goes into more detail, and there is a handy video that describes the differences very well.
Another adjustment that needs to be made is that the reflection (specular) channel shouldn't be inverted, because in the specular workflow, the reflection map is where the color information is stored. This leaves the primary color map to define which areas of the material are metal, and it does this by using the color black. So when you see a color map that is entirely or mostly black, this is not a mistake and is necessary for the metal to look correct.
Also because Keyshot doesn't currently have any advanced gamma options to display certain maps in linear color space, we have to use a "Color Adjust" node connected to the gloss map with a "Value" setting of "0.1."
In order to aid you visually, here is a node setup that demonstrates how metal materials should be set up. Also bear in mind that the material samples at the top of the page also use this setup, if you want to play around with the settings.
(Right-click to view the image at full resolution)