Hey guys, I'm trying to render a wireframe using mental ray and I'm experiencing this problem:
I also tried to render using scanline (duplicated object) and the same thing happens.
For some reason this does
not happen when the model is triangulated.
Any ideas?
Replies
http://www.davidgould.com/Illustrate/Products.htm
Try using one of these materials from here.
Gives you really nice results and if you are getting faded, patchy wires then turn up the samples per pixel values. Takes longer but you get a cleaner render.
Hope this helps!
-Save out a UV wire snapshot at like 4x resolution of your textures.
-Downsize it to whatever you need, which gives the wires nice AA.
-Overlay on AO, or apply it to the mesh with transparency so it combines with the base material.
Gotta resort to some other tricks like suggested, I think.
You can clearly see they are acting very strangely for some reason. Any ideas?
But that is not what your initial problem is
Your screenshot looks like you got some double faces or vertices on the one problematic part. Check your geometry on that lower part with the especially strange wire narrowing
If it's not some geo error, minimal sampling is the key factor here, as i have dealt with your exact problem too in the past. Mabe you got some other advanced MR settings wrong
I would recommend setting up a simple scene with you exact render settings and a teapot with your material applied which reproduces the problem and post the scenefile.
If you can't repro on a teapot, mind posting your problematic scene file?
Upping the sample rate smoothed it out to a degree, but it's still an issue.
I tried it on a teapot and got this:
Pretty good, but still some areas with similar issues to the ones on my models.
My topo is ok, so that's not it, but here is the teapot scene (max 2012):
https://dl.dropboxusercontent.com/u/67063985/pot%20wires.max
Hope you can help me find what's wrong.
But you initial issue shows disappearing wire regions in the middle of a wire, that is because of the undersampling. So when this is solved by upping the minimal sample rate, your initial problem is solved. But i really can't see the thinning problem towards the end being a big problem for your purpose. It only gets noticable when you dial up the wire thickness enough...
If you want correct wire texture, you have to use a explicit wire map plugin or something. Or maybe someone has written a specific MR wire shader, but i don't know of one out of my head
Blurbeta also has "WireTex", a map plugin, don't know wether this works for MR or not (look for it on maxplugins.de). Ghosttrails also has an Edgemap plugin (http://www.ghosttrails.net/otherplugs.html), same story, don't know weterh this works for MR