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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

mouj
03-28-2003, 04:13 PM
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.

dans
03-28-2003, 08:50 PM
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.

Neox
03-30-2003, 08:22 PM
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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