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Rendering Solid Wireframe


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#1 MuRC

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Posted 05 March 2014 - 05:00 AM

Hi!

I am looking for a way to render my 3d-objects as a solid wireframe. The objects are complex fbx models with internal geometry.

When I render in wireframe mode (OGL) it will also render all faces (wires) from geometry inside the objects.

http://drive.google....dit?usp=sharing

Is there a way to only display wireframe faces that are on the outside of the object? Cull Back Face only hides faces that have their normals facing the other way...

Also, is it correct that the "Wireframe" option in the fbx-loader does not work? It only renders as wireframe when globally set in the Renderer. (I double checked with a more simple model and that does allow wireframe per object)

Thanks again, best regards,

Marc

#2 ChadCapeland

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Posted 09 March 2014 - 10:49 AM

Can you make merge in the mesh set to matte object?

#3 MuRC

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Posted 10 March 2014 - 05:31 PM

Hi and thanks for your reply.

Sorry, but I do not understand your question. The objects are pretty complex, and I would prefer a different approach to this problem than going into the 100+ branches to set and animate the opacity of certain pieces of the mesh for when they are not supposed to 'shine' through the outer wireframe.

Cheers,

Marc

#4 ChadCapeland

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Posted 11 March 2014 - 08:44 AM

{
Tools = ordered() {
Shape3D1 = Shape3D {
Inputs = {
Shape = Input { Value = FuID { "SurfaceTorusInputs", }, },
["MtlStdInputs.MaterialID"] = Input { Value = 1, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 1, },
["SurfaceTorusInputs.SubdivisionLevelBase"] = Input { Value = 40, },
["SurfaceTorusInputs.Wireframe"] = Input { Value = 1, },
["SurfaceTorusInputs.ObjectID.ObjectID"] = Input { Value = 2, },
},
ViewInfo = OperatorInfo { Pos = { 605, 214.5, }, },
},
Merge3D2 = Merge3D {
Inputs = {
SceneInput1 = Input {
SourceOp = "Shape3D1",
Source = "Output",
},
SceneInput2 = Input {
SourceOp = "Shape3D2",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 715, 247.5, }, },
},
Shape3D2 = Shape3D {
Inputs = {
["Transform3DOp.Translate.X"] = Input { Value = -1, },
["Transform3DOp.Rotate.X"] = Input { Value = 90, },
Shape = Input { Value = FuID { "SurfaceTorusInputs", }, },
["MtlStdInputs.MaterialID"] = Input { Value = 2, },
["SurfacePlaneInputs.ObjectID.ObjectID"] = Input { Value = 3, },
["SurfaceTorusInputs.Section"] = Input { Value = 0.3, },
["SurfaceTorusInputs.SubdivisionLevelBase"] = Input { Value = 40, },
["SurfaceTorusInputs.Wireframe"] = Input { Value = 1, },
["SurfaceTorusInputs.ObjectID.ObjectID"] = Input { Value = 4, },
},
ViewInfo = OperatorInfo { Pos = { 605, 247.5, }, },
},
Override3D1 = Override3D {
Inputs = {
SceneInput = Input {
SourceOp = "Merge3D2",
Source = "Output",
},
["Wireframe.DoWireframe"] = Input { Value = 1, },
["Matte.DoMatte"] = Input { Value = 1, },
["Matte.IsMatte"] = Input { Value = 1, },
},
ViewInfo = OperatorInfo { Pos = { 935, 148.5, }, },
},
Displace3D1 = Displace3D {
Inputs = {
SceneInput = Input {
SourceOp = "Override3D1",
Source = "Output",
},
Channel = Input { Value = 4, },
Mode = Input { Value = 1, },
Scale = Input { Value = 1, },
Bias = Input { Value = -0.002, },
Input = Input {
SourceOp = "Background1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1045, 148.5, }, },
},
Background1 = Background {
Inputs = {
Width = Input { Value = 2, },
Height = Input { Value = 2, },
TopLeftAlpha = Input { Value = 0, },
Gradient = Input {
Value = Gradient {
Colors = {
[0] = { 0, 0, 0, 1, },
[1] = { 1, 1, 1, 1, },
},
},
},
},
ViewInfo = OperatorInfo { Pos = { 1045, 82.5, }, },
},
Merge3D1 = Merge3D {
CtrlWZoom = false,
Inputs = {
SceneInput1 = Input {
SourceOp = "Displace3D1",
Source = "Output",
},
SceneInput2 = Input {
SourceOp = "Merge3D2",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 1045, 247.5, }, },
},
},
}

#5 Dunn

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Posted 11 March 2014 - 04:20 PM

Awesome setup Chad! I wish i had this setup earlier! :mf_prop:

Thanx for sharing!

#6 theo

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Posted 11 March 2014 - 04:44 PM

clever trick indeed

#7 ChadCapeland

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Posted 11 March 2014 - 10:10 PM

Can you make merge in the mesh set to matte object?


No wonder MuRC didn't understand me, I wasn't making any sense at all. I am running pretty short on sleep lately.

#8 SecondMan

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Posted 11 March 2014 - 11:42 PM

Funnily enough I read that sentence the way you meant it and now that I read it again carefully it stopped making sense...

#9 MuRC

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Posted 13 March 2014 - 05:51 PM

This is exactly what I needed!

Thank you very much!!




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