Enjoy the freedom of splitting surfaces, calculating vertex normals, and closing open boundaries directly inside of the KeyShot OpenGL View.
Click Edit Geometry on the Geometry View ribbon and select a part from the part list. You can also right-click on a part in the Scene Tree or Real-time View and select Edit Geometry to launch the Geometry View and the Geometry Editor dialog.
Geometry Editor Mode
Split Object Surfaces
Use the Split Object Surfaces option if you would like to split specific polygons from a single part. This is useful if you would like to apply separate materials to a single part, or when parts are modeled together and you would like to work with the separately.
Splitting Angle Use this to let KeyShot automatically determine where you would like to split the part based on the angle adjacent polygons. Any polygon that has a face at an angle that is less than the value entered will be highlighted. This is useful when the split is a clear crease or angle in the part.
Polygons Use this to select individual polygons from the surface. Hold control while you click on the part to highlight the individual polygons.
Show Wireframe Enable this to show the wireframe of the part.
Split All Once the polygons you want split are selected, click Split All to create a part for each individual polygon selected
Split Object Click Split Object to group the selected polygons into a single part.
Merge Selection If you would like to merge certain split parts back, hold shift and select the parts you would like to merge and click Merge Selection.
To finalize the split, click Apply to create the new parts in the scene tree.
Split Separate Objects
Use Split Object when a your model has separate objects grouped into a single part.
A normal is the direction that is perpendicular to a mesh surface. In a 3D model, the directions of your normals should all be facing the same direction, other wise holes might appear. Also if your vertex normals are not aligned, flat spots might appear on what you thought would be a curved surface.
If your model appears to have a hole or flat areas, try to unify the normals by using the Edit Normals tool.
Select the faulty part, and enable the Show Vertex Normals and Show Face Normals. If you see the normal of the missing polygon pointing in the opposite direction or if the vertex normals from adjacent polygons are not aligned, use the Calculate Vertex Normals.
Adjust the Minimum Edge Angle to ensure that edges that do have a crease are not aligned as well.
If you have an open polygon with a hole, Use Close Mesh to fill in missing polygons.
In the Close Mesh window, KeyShot will list the open edges of the part you selected. You can select individual continuous holes and click Close Selected Edges and KeyShot will create the polygons to fill in the hole. If you have 2 holes in a part and want to create a solid connection between those two holes like a donut, select the 2 holes and click Join Selected Edges.