Lemme know if you hit snags. It’s got it’s own learning curves but fortunately there are a lot of good tuts out there.
Biggest issue seems to be units for me. My OBJ’s all come in 10x too big. My solution is to patent the entire import to a null I blender and set its X y@ z scale to 0.1 and that fixes it.
There lots of of materials out there, but using is a challenge until you understand the blender notions of linking and embedding objects. Also all objects must have at least one reference count or they will not be saved with the file embedded or otherwise, so look up how to set a fake user on an one so it’s reference will be saved.
What I do is import all my materials into a separate be lender file, set them all to have a fake user so they will save then import or link to the materials I need in my master materials file on a project by project basis. The key concept to get on linking vs importing is if you modify a linked object you are then modifying it in every file that links to that project. For materials I’m not going to change that’s fine, but if I need to modify it much for the project in question I’ll import it. Links are drive path dependant so set up your directly structure with that understanding. I have a dedicated blender user files directory (I.e. Not the apps folder) that I keep all my template type stuff (mats, HDR’s, etc) in and that path never changes so I don’t run into vanishing items fown the road. I keep a backup for mobile use on a sub stick with the same relative pathing for mobile work so I can just copy that directory structure to another machine if need be and open a project file and have everything in place with no missing path items.
A lot of my renders are product previs type studio lighting applications so I have several “stages” implement with defined lighting rigs, cameras and whatnot on various layers in my startup file (blender lets you save any file as a startup file which acts as a master template). As a result I can export from rhino, fire up blender, import the obj, select which studio I need, link or import my materials I’ll need from my master material library and hit render. Usually it doesn’t take more than a couple minutes before I can hit render. It’s not quite as painless as keyshot but pretty close, costs a lot less, and can do full on animations smoke, fluid, soft and hardbody physics (my architural flybys have dandelions and grass moving in the wind and they even cast shadows on the sidewalk, try that with keyshot or octane render). It’s a little more hand on workflow than some solutions but for me an infinitely more flexible one. It got a built in compositor, supports multi pass rendering (which once you learn how to use it and the compositor effectively can save you as much as 80% off your render times). I multi- pass render everything I do and the setup for the multi pass stuff is built into my startup file so I just adds one minor step of assigning each group a render layer after I import them. Background stuff goes to one layer, non transparent objects to another, and a thing with any transparency in it to another. No sense in burning tons of AA and samples on a off white out of focus studio background, and even less on burning CPU/gpu time on diffraction / IOR and scores of AA ray bounces Etc for stuff that isn’t even transparent. That trick alone shaved my frame render time on the grass and fields type renders from 8+'minutes per frame to under 30 seconds. Multi passing my jewelry stuff took frame render times from 15 minutes to about 2 - 2 1/2. Worth the effort once you get going to dive into the compositor to fully leverage the multi pass stuff.