Applying Physical Lights as Materials Replaces or Moves Components
Understanding why components are repositioned or replaced when applying lighting materials and how to prevent it.
Issue Description
When a physical light is applied as a material to a component in KeyShot, users may notice:
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The component is repositioned in the graphic area
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The component visually appears replaced by the shape of the light
This can be confusing when trying to add lights to a scene while preserving model geometry.
Environment
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KeyShot (any version)
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Windows/MacOS
Cause
This is expected behavior in KeyShot:
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When a physical light is applied as a material, the part it is applied to becomes the light source.
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The original geometry is effectively replaced by the light shape in the scene.
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The light’s origin point is set at the center of the object it is applied to, which may reposition the component visually.
Resolution / Recommended Workflow
1. Use Primitive Shapes for Physical Lights
To avoid losing or replacing important model geometry:
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Insert a simple primitive shape (sphere, cube, or plane) into the scene.
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Apply the physical light material to the primitive instead of the actual component.
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Adjust the primitive’s position to place the light origin correctly within your scene.
This method preserves the original component geometry and ensures accurate light placement.
2. Confirm Assembly Integrity
When working with assemblies:
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Avoid applying physical lights directly to assembly components that must remain visible in the render.
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Always use a dedicated host object (primitive) for lighting to prevent accidental replacement or repositioning.
Additional Notes:
If the issue persists, please contact KeyShot Support with screenshots, system information, and the license type currently activated on each device.