Wireframe render issue with my model!

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  09 September 2012
Wireframe render issue with my model!

Hi guys this is my first post here .
I need a bit of help as I'm trying to render a wireframe of my model for showcase purpose. The problem is that some part of my model don't get displayed in wireframe, as you can see on the link bellow.
This is what I'm getting with mental ray contour options
And this is the best I can get after playing with some of the render option, but is not the real wirframe that should be displayed.

I also tried toon shader, maya vector but I couldn't get the right result.
If anyone can help with this one will be great.

  10 October 2012
What settings do you have for mentalray's contours (around every poly face etc?) and what sort of result are you after?

Are you trying to get the smooth mesh preview viewport wireframe at rendertime per-chance?

Maybe post up some viewport screen grabs
  10 October 2012
Hi Faux.
Yes I didn't smoothed my model, instead I used the mental ray approximation editor.
The firs example link is with the around every poly face option on as well. And I was hoping to get result similar to what I can see here
The funny think is that the other day I tried the maya vector option to render it and I get the opposite result, the Turret was with proper wirframe but not the body of the tank and few other meshes. Maybe I need to use both render maya vector and mental ray and composite the final image in photoshop
  10 October 2012
Couple of options here:

Ramp up the viewport quality as much as possible and screen capture.

Do this: http://mayastation.typepad.com/maya...-rendering.html

Composite two methods like you said.

Or assign a different shader to individual faces so that no two adjacent ones share a shader, then set contour option to Between Different Materials.

Wrote a script for that last one a whiles back:
(Not tested on many/heavy meshes and apologies for the sloppy code (it was for a one-off task) )

//Face assigning materials for smooth preview type
//mentalRay contour renders. v0.2
string $colourface[];
int $facecount[];
$geom = `ls -sl`;

string $deMaterials[] = {"csm1SG","csm2SG","csm3SG","csm4SG","csm5SG","csm6SG"};

if (`objExists csm1`)
{print "Onward";}
    for ($k = 1; $k < 7; $k++)
        shadingNode -asShader lambert -n ("csm" + $k);
        sets -renderable true -noSurfaceShader true -empty -name $deMaterials[$k -1];
        connectAttr -f (("csm" + $k) + ".outColor") (($deMaterials[$k -1]) + ".surfaceShader");
        setAttr (($deMaterials[$k -1]) + ".miContourEnable") 1;
select -r $geom[0];

$facecount = `polyEvaluate -f`;

for ($i = 0; $facecount[0] > $i; $i++)
    select -r ($geom[0] + ".f[" + $i + "]");
    $oface = `ls -sl`;
    PolySelectConvert 2;
    PolySelectConvert 1;
    select -d $oface[0];
    $lface = `ls -sl -fl`;

    for ($j = 0; $j < size ($lface); $j++)
        $colourface[$j] = `getFacetSG $lface[$j]`;

    string $diff[] = stringArrayRemove($colourface, $deMaterials);

    select -r $oface[0];

    sets -e -forceElement $diff[0];

select -r $geom[0];

print ($geom[0] + " smooth wireframed for mentalRay");

//Cheers to xyz.net for this proc//
proc string getFacetSG( string $facet )
// Input (string) - facet component to query (e.g. "pSphere1.f[0]")
// Result (string) - Shading Group shading facet (e.g. "lambert2SG")
  string $facetSG = "";

  // Get array of all Shading Groups
  string $shadingGroups[] = `ls -type shadingEngine`;

  for ( $shadingGroup in $shadingGroups )
    // If this facet is a member of the shading set for this
    // Shading Group, tag this as the facet's shader
    if ( `sets -isMember $shadingGroup $facet` )
      $facetSG = $shadingGroup;

  return $facetSG;
  10 October 2012
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