Can someone help me with a tutorial for a render with a black outline in 3ds max?i got the model textured and i would like to make a render of it with a black outline so if someone could help me i would really appreciate it.thx.
Copy your mesh, apply a push modifier to it, and then assign a new material to it and set that material's basic parameter to "Wire". But there are a few different ways to get different results.
If you want just an outline, why not duplicate the mesh and add a black material, add a shell modifier to it, and invert the normals? I think that's a very easy / common way to add outlines.
This is a case where rendering with mental ray brings some advantage, ( in scanline the following method does'nt work )
* create a composite material make the base layer your base material,
Make the first layered material you wireframe material, you can even layer more materials this way, but of course the wire mat should be the topmost material
that's all: no juggling with offsetted geometry or similar, works great with transparency and reflections etc...
See the attached image
Using turbosmooth with the "isoline display" enabled, allows you to have the base geometry as wire but still get the smoothly subdivided geometry
You can make the wireline thickness cam distance dependent by setting the wire thickness to unitts and not pixels BTW...
so i manage to get the black outline with clone-push and black texture for the clone but when i render i got bugs in render on some parts of the model and it happened with other models to.
Well it'd be interesting to have a method to do it in 3d no? =]
As what are the bugs you are talking about? Always edit the push modified mesh afterwards manually, for greater control.
You could probably apply the opacity map to the black material as well, so alpha mapped pieces have proper outlining as well. Alternatively you can just put the outlines in the diffuse texture and remove the extra mesh for the alpha mapped pieces.
But I agree with Eric Chadwick. If it is just for presentation purposes and just still images, just do it in Photoshop.
Replies
thx..but its not what i need..thats the render for the outline of the model
Copy your mesh, apply a push modifier to it, and then assign a new material to it and set that material's basic parameter to "Wire". But there are a few different ways to get different results.
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/3d_cg_vfx_3dsmax_autodesk_vray_rendering_wireframe_overlay/
i manage to do it...but the black outline its not uniform .. i got some sort of overlaping faces.
* create a composite material make the base layer your base material,
Make the first layered material you wireframe material, you can even layer more materials this way, but of course the wire mat should be the topmost material
that's all: no juggling with offsetted geometry or similar, works great with transparency and reflections etc...
See the attached image
Using turbosmooth with the "isoline display" enabled, allows you to have the base geometry as wire but still get the smoothly subdivided geometry
You can make the wireline thickness cam distance dependent by setting the wire thickness to unitts and not pixels BTW...
What to do?
As what are the bugs you are talking about? Always edit the push modified mesh afterwards manually, for greater control.
You could probably apply the opacity map to the black material as well, so alpha mapped pieces have proper outlining as well. Alternatively you can just put the outlines in the diffuse texture and remove the extra mesh for the alpha mapped pieces.
But I agree with Eric Chadwick. If it is just for presentation purposes and just still images, just do it in Photoshop.
some part on the model are are hided by the clone ...is overlaping somehow.
anyway thx for the advice...ill try to edit the push to see what i can get.