How to make Brush Bristles in Keyshot
Learn how to use the Fuzz node tool in Keyshot.
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Step 1: Add Material to surface
Apply a plastic material only to the surface to which you want to add the fuzz.
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Step 2: Add Fuzz Node
Open the Material Graph
Right Click to open the menu,Go to Geometry ---Select Fuzz
Connect Fuzz Node to Material Geometry
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Step 3: Add Mesh Node
Right Click again and go to Textures--Select Mesh
Connect Mesh to Fuzz's Density
Double-click on the Mesh Node and Select "Color Mode" on top of the Material Graph menu bar to preview the Mesh Scale.
Scale the Mesh, and change the spacing or the diameter in the Mesh Menu.
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Step 4: Setup Fuzz
Double-tap on the Fuzz node and click "Execute Geometry Node" to see the default settings.
Change the Bristle's color, Density, randomness(how straight the bristles' direction goes), and the radius size slides.
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Step 5: Add Height Texture
To make a Brush with different bristle heights or a particular shape, Add a Normal Map.
Go to the Textures Library and search "Normal" ,I used the "Horizontal Lines Normal Map"
Drag the texture to the Material Graph Window and connect it to "Direction Texture", in the Fuzz Node.
Each col90or from this texture represents how high or low you want the bristles to be.
Dark purple and light green means short bristles,
The Lila,lavanda color in the middle means taller bristles.
In this case, I wanted a banana-shaped bristle, so I had to scale the texture and rotate it 90 degrees.
Shange the bristles' direction by changing the bump's height. I changed it to -1.
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Step 6: Final Material Graph
Connect the Plastic Node to the Fuzz Node---"Surface" to change the bristles material.
The final Result: You can download the CAD file here
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Step 7: Bonus: Nail polish bristles
Add a mesh, the circle must be as wide as the brush wand diameter.
Click C to enter "Preview Color"
Change Fuzz settings, I used the following settings:
Length: 15mm
Length variation:0.09
Randomness: 0.08
Radius:0.08
Density:10
Segments:50
To add liquid texture:
Use a texture in black and white. (The black disappears)
Add "Color to Number" node, Spots, and Displacement.