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Demica
10-13-2009, 05:38 PM
Is it possible to render out the wireframe from a smooth mesh preview (number "3" on the keyboard?) I was wondering if this is possible with the contour rendering?

Cheers,
Tom

ndeboar
10-13-2009, 06:00 PM
What program/ renderer?

If your talking about Maya, why not just smooth it, and then render the wire frames out of either Vector Renderer or the Hardware Render buffer,

Demica
10-13-2009, 06:33 PM
Oh, sorry. I forgot to mention that I'm using Maya.

The problem in doing what you said, is that I'm looking for a smooth and organic mesh, but with a small number of wireframe lines. Whenever I smooth my mesh I get a complex wireframe.

The kind of wireframe that I'm aiming at, is something like when you have a low poly model and press "3" on the keyboard. The model appear ina smooth preview, but the wireframe is as simple as the low poly was.


I hope this clear things up a bit.

Cheers,
Tom

ndeboar
10-13-2009, 08:58 PM
Ah, got ya. Well, a hack could be to snapshot the UVs out and just map them onto the smoothed mesh. Don't have time to check it, but see if the hardware render buffer works, it should just render what you see in your viewport, but you can then anti-alias it and stuff.

tharrell
10-14-2009, 02:22 AM
In Maya, you can use Mental Ray's contour shader to get lovely looking anti-aliased wireframes with a fair bit of control.

http://forums.cgsociety.org/showthread.php?f=87&t=392955&page=1&pp=15

Demica
10-14-2009, 03:55 AM
Thanks guys, I just managed to do it.

It wasn´t exactly what I was looking for, but it did work quite well. I used the contour shader with a mesh that had a high poly count, then I just started tweaking the model and deleting edges loops until I was satisfied. The result was not as organic as I had wished. It still had that poly look. The good thing is that the model was so far away from the camera in the scene that was shot, that it ended up looking soft and rounded.

I only got this plate today, so I guess I was getting a bit worried in advance.



Really appreciated your replies.

Cheers,
Tom

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