View Full Version : How to wireframe on shaded in Max?
robioto 03-28-2003, 04:03 PM is there an easier way to do a wire frame on shaded render other than compositing or doing a screen grab? I want to render the faceted with visible edges scene as it is displayed in my perspective viewport.
I have rtfm but maybe I'm missing something or it's just not in there. The wire check box inthe material editor won't do as it forces the wire render w/o the faces I need both. I had read somewhere that someone used a push modifier to do this, hopefully there is a trick that dosen't involve messing with my geometry.
Thanks in advance!
Robert
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Howdy !
not sure 'bout that one, but maybe using a lattice modifier on top of a cloned mesh might work ?
mouj
Rivendale
03-28-2003, 05:00 PM
you can clone the mesh and apply a wire-material to it. Sometimes
the wire will render on top and sometimes not. You might have to render a few times to get it to render on top. If it doesn't just do something, like select a different material slot and render again. If you have several meshes it might render on top on some and not on some so it works best if you have a single mesh. Don't know if there's a way to always have it render on top, I'd like to know that as well.
I guess you could use a push modifier on the wire-mesh and push it slightly to have it render on top, but that won't be very precise.
Copy + push is the way to go :)
Daniel
robioto
03-28-2003, 11:20 PM
Some good ideas. This is just one more reason why I like 3dsmax so much, the kickass community and fellow users!
I'll post some tests if it works out or if I find a shortcut/trick.
Thanks again everybody!
Robert
urgaffel
03-29-2003, 12:14 AM
Dans got it right. Make a copy (or reference), apply push and a wire material. Voilá, wireframe will be rendered on top of regular shaded model
Stroker
03-29-2003, 12:31 AM
Blah!
Copy the mesh/epoly. If mesh, then convert to epoly.
Sub-mode > Lines.
Select all Lines and Make Shape(?).
Delete the copy.
Back to the new Shape.
Make new Shape Renderable and all that jazz.
Just to be different.
Supernova
03-30-2003, 06:42 PM
Stroker, this will create tons of unnecessary polys...
I think the easyest and fastest way will be to use Texporter to make a texture of your wire and then apply it to the mesh...
Never tryed it before but it should work.
the easiest way is the way of dans and urgaffel...
thomaspecht
03-30-2003, 11:40 PM
even with a push-mod applied, sometimes the wireframe model just won't render over the shaded one - or flicker during animations.
doing stills is relatively easy though, since there's an easy workaround as described by rivendale.
robioto
03-31-2003, 12:41 AM
The push modifier worked well for me bu it does as you guys said tend to do it's own thing. If I just move the model a little bit I get it to show up again.
Thanks guys it looks like this is the best wasy to go. Maybe in the next Max version we'll get this.
Robert
sbv20
03-31-2003, 12:56 AM
there is a procedural texture plugin called edge map 2 I believe that does just what you want (i think). heres an example on something i modelled:
http://analogbubblebath.net/~crayon/my_graphics/splash06a.jpg
i don't have a url i'm afraid, maybe someone can help you out there
dvornik
03-31-2003, 05:07 AM
snotmonster's edgemap kicks ass, I agree:
http://www.snotmonster.com
ian_foster
03-31-2003, 02:31 PM
yeah, edgemap by snotonster is good. Unfortunalty it doesn't work on a global scale though, so if you have long edges and short edges, the short ones will render "thicker" than the long edges.
I used it as a self illumination map to achieve the "Tron" effect. It sort of works, but you have to divide edges and hide others so you get a uniform look and just the edges you want rendered.
robioto
04-01-2003, 07:13 PM
This looks good enough, the line weight variance is a little bothersome but it's so cool otherwise I'll deal with it.
Thanks again, great tip!
Robert
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