Just needed to do the very same. Came across some horrible tips on the web, till my brain started to work.
Start (screen) capture (that's hidden in the camera icon menu in each viewport) > enable open gl anti-aliasing > specify the frame and resolution > OK
I use a resolution way aboce the render resolution usually. In Photoshop with a few filters you are able to change the thickness of the wire.
That's it. Nothing special, but judging from all the workflows on the web for this issue, this might come in handy.
Cheers
Thomas
Render wireframes tip
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- Posts: 102
- Joined: 14 Jun 2012, 02:30
Re: Render wireframes tip
Nice advice, to add to this I would recommend the damn cool UV mapping per face addon..
http://www.si-community.com/community/v ... =10&t=1643
Just make a simple tex like white middle, black outline in photoshop then map that to every poly... create a new pass and select background objects, give it a new constant material with this tex.
Another tip I guess is if you have uv mapped your object then use uv stamp or so to get nice high res output and set the resulting stamp as a mask on a layer in PS, use layer filters to adjust line width / add drop shadow with a distance setting of 0 for nice falloff etc.
You can get nice tron kinda effects like this ? .. dunno.. once you have the wire as a texture there is alot of fun to be had in my mind
https://github.com/ahmidou/Softimage_to ... er/UVstamp
Edit: nother maybe addon to your tip, what I used to do before finding texture ways of wireframe: create a new pass and set background to white, background objects partition give a constant white material.. that way your output (of black outlines) will only ever have to be added as a multiply in ps / ae etc and you can adjust how heavy you want to mix it over your beauty pass.
Edit2: One of the benefits of having a texture based wireframe instead of post is actually being able to do cool things like hmm wipe an overlay of it from one side to other / spherical gradient of it... a la assassins creed..... that and you can use it as bump / so hehe.. play around
http://www.si-community.com/community/v ... =10&t=1643
Just make a simple tex like white middle, black outline in photoshop then map that to every poly... create a new pass and select background objects, give it a new constant material with this tex.
Another tip I guess is if you have uv mapped your object then use uv stamp or so to get nice high res output and set the resulting stamp as a mask on a layer in PS, use layer filters to adjust line width / add drop shadow with a distance setting of 0 for nice falloff etc.
You can get nice tron kinda effects like this ? .. dunno.. once you have the wire as a texture there is alot of fun to be had in my mind
https://github.com/ahmidou/Softimage_to ... er/UVstamp
Edit: nother maybe addon to your tip, what I used to do before finding texture ways of wireframe: create a new pass and set background to white, background objects partition give a constant white material.. that way your output (of black outlines) will only ever have to be added as a multiply in ps / ae etc and you can adjust how heavy you want to mix it over your beauty pass.
Edit2: One of the benefits of having a texture based wireframe instead of post is actually being able to do cool things like hmm wipe an overlay of it from one side to other / spherical gradient of it... a la assassins creed..... that and you can use it as bump / so hehe.. play around
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Render wireframes tip
Although it might seem clunky to some, I always had very good results (and more than enough control)
with rray's MRGeoinformation/WireD combo (available at rray.de - where else?)
;)
with rray's MRGeoinformation/WireD combo (available at rray.de - where else?)
;)
Stay safe, sane & healthy!
Re: Render wireframes tip
nobody's using ba wireframe ? http://www.binaryalchemy.de/
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