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?
Those (almost invisible) issues in the teapot pic are indeed from the thinning of the wires. Again, this is a limit of the "Wireframe" mode of standard materials. You can't do anything to remove this. But you initial issue shows disappearing wire regions in the middle of a wire, that is because of the undersampling. So…
Upping the sample rate did solve the issue of that wire missing a chunk from its middle, but the vanishing near the vertices still remains. I'm pretty sure it's related to the thinning, as you can see in the photo with the thick wires that some are much thinner than the others, and those are the problematic ones. Upping…
Try exporting the model as an OBJ then importing it again. Sometimes this fixes meshes by exporting it to a simpler format then using that. May need some clarification though. Worth a shot?
I tried making the wires thick to see what's going on, and this is how they look: You can clearly see they are acting very strangely for some reason. Any ideas?
Thanks for the comments, guys, but I already tried going as high as 64, and was still getting faded wires near the vertices. Final gather and GI off as well. No idea how to explain this. Gotta resort to some other tricks like suggested, I think.
I do this quick and dirty thing that gives good results without having to do much. -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.