https://i.ytimg.com/vi/IawshLncwcs/hqdefault.jpg
Blender For Noobs – In my unending quest to find the easiest, best way to get good quality wireframe renders in Cycles, here is another method to simply use the UV map. It’s not a new idea, but I have outlined my method here in hopes that it is helpful to others.
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14 responses to “Blender For Noobs – How to render wireframes in Cycles – better method [INTERMEDIATE]”
One nice trick here.
Really nice look! Thank you!
*** AWESOME TUTORIAL :: Great tutorial! Very well explained.
Springfield,VA.
Also – would love to see more intermediate to advanced tutorials…
thanks again.
great tutorial.
Pretty much the problem with all unbiased, physically based renderers. You can't really optimize render times and any type of stylized work that is not supposed to be photoreal becomes unnecessary complicated, with sometimes even downright unpredictable results.
Thank you !
You can also use the wireframe input node into a mix shader and use 2 diffuse shaders to control the mesh color and the surface color (same way you did it in this video, just skip the UV exporting and use the factor output of the wireframe node). I assume the wireframe node came out after this video.. not exactly sure :).
Fantastic tutorial, thank you very much.
It's great, I'm going to make a model.
Wireframes are used mostly to show what your modeling geometry looks like…especially if you are selling your model, a buyer wants to see if the topology looks good, but also fellow modelers like to see it sometimes if you have a question of why something doesn't look right, it might be spotted in a wireframe.
Thats cool but what is the wireframe for?
Awesome technique! 😀
Cool! Thanks for the info.
The reason the untreated .png would make your output darker is that when you exported your UV layout, you left the fill opacity at .25. This meant that inbetween the wires, it filled the image with 0.25 alpha, so when it came to the wireframe effect, the best you were getting from faces was probably 75% of what you were after and 25% of the other shader.
I've just done it using just png export files and the alpha channel as the mix input (0.0 fill opacity) and it seems to work just fine.
Dave