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View Full Version : Ignoring Backfaces in wireframe render to "flatten" it all?


Jabo
01-15-2003, 07:46 PM
Hi. I was wondering if there is a method to let a wireframe render (may it be a "force wireframe" in the render options or a wire material) not draw the backfaces of my object. Well, it's a little more complicated, as the renderer (default scanline MAX5) DOES ignore the backfaces, but not the "solid" mass of the object to block the behind faces. Here's a pic:

The Object:
http://www.drain5.com/pics/3drenders/weltkugelprob01.jpg

The Wireframe:
http://www.drain5.com/pics/3drenders/weltkugelprob02.jpg

As you can see in fig02, the back-beveled edges of the sphere are drawn, logically, because the faces' normals actually face the camera direction. But the renderer doesn't seem to get the mass of the sphere to block the rendering of those facing-normals. I don't see a way out of this, I tried several rendering options, and materials aswell, it just doesn't work! Can you help me?

- Jabo

Dave Black
01-15-2003, 08:03 PM
Nope!

Welcome to max...It's been like this for years.

Try using the "render preview" option to make an animation of your viewports with "edged faces" on.

Also, you can take your model and scale/copy it a tiny amount and then set the outside mesh to be render as a wireframe.

Those are the common workarounds.

-3DZ

:D

Jabo
01-15-2003, 09:22 PM
Yes I know, I just hoped that Max5 brought some good news :D

Okay, thanks mate :)

Dave Black
01-15-2003, 09:25 PM
We all did...

We all did...

sniff...sniff...

:annoyed:

Best of luck, man!

-3DZ

:D

John-Stetzer
01-15-2003, 10:42 PM
1. Go into the sub-object\edge mode, select all the edges, create shape from selection (linear). Set the spline to renderable, set the thickness to the desired size. Or...

Copy the original object, add a lattice modifier to the copy, set the radius for the struts and joints as desired (checking smoothing on them may also be desired).

2. Assign a matte/shadow material to the original object.

3. Render.

Should work, unless I misunderstand the question...

megaflaizer
01-16-2003, 09:20 AM
try the new ink/paint shader.

it is so fricking slow tho. who the hell programmed that thing??

Jabo
01-16-2003, 12:29 PM
Yeah, I found a way similar to 3dZealot's and Stetzer's method... too late though, gotta try it next time :\

Thank you all

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