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| | #1 (permalink) |
| Spline ![]() Join Date: Sep 2005 Location: Atlanta, GA
Posts: 47
| partial wireframe render?
How is this effect done? Similiar to the gallery image at the top of the forum on the left. I see it used quite a bit and it gives a very cool effect. I have tried the wireframe pro demo but can't seem to get what I want. I know there is probably some photoshop layering in it. Any help would be appreciated.
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| | #2 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,262
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Actually that example is a uv map applied in a shader channel I think. If you notice there are some places that have overlapping verts, the effect is the same though, and you're right you can do a couple renders and use layers to get the same affect. Right now Wire Pro does not support the iso lines when you smooth, so if you have a level 2 or 3 smooth on there are so many lines it's not practicle. The same as if you collapse your smoothing. |
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| | #3 (permalink) |
| Spline ![]() Join Date: Sep 2005 Location: Atlanta, GA
Posts: 47
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Thanks Grendel. I will try that. I saw a demoreel from someone over at CGtalk I think. He had a model spinning and went from wireframe to textured while it was spinning. So I figured it was either a shader thing or post work. Not that I have a use for it right now, but hopefully soon
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| | #4 (permalink) |
| Spline ![]() Join Date: Sep 2005 Location: Atlanta, GA
Posts: 47
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I'm actually getting pretty close to what i'm looking for. Using the .svg export of vectorstyle 2, then doing some layering in photoshop. I wish Carrara would not convert to tri's though. Let me know what you think.
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| | #5 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,262
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I think if you UV map it with a cyclinder in carrara then export the map and import into your shaders color channel as a texture map and render your results will look much better. It helps that you have simple geometry so it should go pretty fast. |
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| | #6 (permalink) |
| Spline ![]() Join Date: Sep 2005 Location: Atlanta, GA
Posts: 47
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thanks grendel. I will try that. I was just using a simple model to get the process down before trying on something else. Is it easier to get this effect in other software?
__________________ AMD Athlon 64 x2 2.2ghz, 2gb ddr2, 7600GTS 256ddr3 C6pro - Hexagon 2.2 - Amapi 6.1 |
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| | #7 (permalink) |
| Respect the Dawg! ![]() Join Date: Dec 2005 Location: USA - Conway, South Carolina
Posts: 791
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I would think it would work about the same in any 3d app You can do this in one render pass if you merge you're real texture, with the UV map in Photoshop first. here is a very crude example, but you can get the idea |
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