I came up with an idea how to make a node setup to render wire frame in Cycles with adjustable thickness.
Enjoy
== UPDATE ==
I added another method based on the parametric (barycentric) coordinates of the triangle using the Geometry node output.
Unlike the UV method it DOES NOT need the UV map, but it will shade the edge of each triangle so if you subdivide the mesh a lot the wires will be tiny.
So you have now two node setups for quads or triangles.
Enjoy! Agus.
Blender Nerd: Yes i came up with this idea after a huge dinner :), don't ask why just happens
Is it ok if I try to make an add-on for this? I'll give you full credit for it. This is such a cool idea, but I think it would be easier to not have to go through the whole process everytime.
Of course you can, and I am thankful you want give me the full credit, but if you do the add-on, you are also part of the credits, okay :)
Let me know when you finish it, i certainly will use it !!
And so will I :) great job on figuring this out, I havnt tried it yet but im about to :)
Excellent shader, only one drawbak: it don't render 1 edge of the tris (the diagonal in the UVs)
I suppose that the RGB separator is used to get the y,x,z coordinates of a point in the UV-Map. Right? How can I look at those values? Why are they between 0.1 and 0.9 if I choose a wireframe thickness of 0.1?
You right, x and y (or R, G in the separator node) are u and v respectivelly, In your case, all what is between 0.1 - 0.9 for u and v will be masked out (black)
I'm having some troubles with finding a WireFrameMask node? I have to search for it and when trying to add it in it just gives me an error about not being able to find it! I'm running 2.64, could someone help?
I read the faq and the included txt files where do i put this file to install in blender 2.66 thx! i need wireframes for a nonprofit artistic project :D
Agus - thank you so much; very cool and quite clever!!
And FYI, I got pointed here from Greg's tutorial, and had gotten pointed there from this thread: http://blenderartists.org/forum/showthread.php?290145-A-Shader-for-Wire-Frames
Kind regards,
Kelly
Excellent! I made the whole process and it works correctly but for one detail: the lines that define the mesh shown me some thicker than others. How can that be?
Really ingenius, but there is a problem with very quads or triangles that have huge aspect ratio (are much longer than wider). The shorter edge is much thicker. It's because the distance from the other shorter edge of the face is much longer than the distance between the longer edges and thus the same value of 0.1 and 0.9 provide bigger thickness. Is there a way around that? I can't think of a solution when you approach the wireframe material like this.
is there a way to switch the colours around, they seem to be locked :/ Even in black/cream this is fantastic though
Please forgive my ignorance, but is there any way to easily use this in my project. At the moment the only way I can see is to import my models into this file. Sorry I'm a total n00b.
Dude, you are a F#cking legend. Thanks for sharing this. You rock
What would cause some of the lines to render thicker than others?
This is a small part of my model. Simple box with a bevel (not bevel modifier).
The rest of the model is fine, but this one box shows thick lines. I can't figure out what's causing the issue.
Edit: Worked it out. Just use two UV maps. Make Default "UVMap" your unwraped UV's and then a second one the reset UV Map. Use a UVMap input node on the UV Frame mask {instead of texture coordenate input node} and select the second UVMap for the UVMap input node. Then bake :)" remembering to add a texture node". As blendswap doesn't host images i may dust off my photobucket and post images if there is intrest.
I am only intending to use this for alpha build placeholder art bling to spice stuff up :) but i'll feature a credit in full release builds under 'Alpha Phase Credits' heading.
And Thanks. This is a great node setup either way :).
OLD : - Can this work with a unwraped UV for baking or is there some nodes magic im missing:? For topologie wireframe, not the triangulated one. Really don't wanna manually gimp 300 models worth O'h colour bakes :S
Hey, this looks great. I sell models on TurboSquid and they ask for thumbnails of the wireframes of the model. It is okay if I use this to render those thumbnails? (I'm not quite sure how the license applies) Of course I'll credit you.
NO matter what I do, I always get triangles... I did try almost everything, well apart from a human sacrifice, but stil triangles... Is it just me, or what the heck is happening? Blender 2.81
I posted here what I done with it. YOu can download the .Blend file. Thanks to Angus. https://e10blender.wordpress.com/2022/02/01/short-mixed-tips-about-anything-blender/
wow genius method