Wireframe texture

Discussion related to the LuxCore functionality, implementations and API.
User avatar
Dade
Developer
Posts: 4687
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Wireframe texture

Post by Dade » Sat Aug 08, 2020 12:34 pm

I'm playing with some idea for Bevel shader (aka Rounded edge shader). As side product of the work I have added the support for a wire frame texture:

Code: Select all

scene.textures.wireframetex.type = wireframe
scene.textures.wireframetex.width = 0.01
scene.textures.wireframetex.border = 1.0 1.0 1.0
scene.textures.wireframetex.inside = 0.0 0.0 0.0
It looks pretty nice:

wf0.jpg
wf1.jpg
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Donor
Posts: 2288
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: Wireframe texture

Post by Sharlybg » Sat Aug 08, 2020 2:18 pm

This a very good addition allowing some sci fi wire effects ;)
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA

CodeHD
Posts: 339
Joined: Tue Dec 11, 2018 12:38 pm
Location: Germany

Re: Wireframe texture

Post by CodeHD » Sun Aug 09, 2020 6:15 pm

That's a cool feature :)

I suppose that LuxCore always gets Triangles as input, so there will be no way to do this with arbitrary polygons as modelled in Blender?
Attachments
wiremonkey.png

User avatar
Dade
Developer
Posts: 4687
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Wireframe texture

Post by Dade » Sun Aug 09, 2020 10:56 pm

CodeHD wrote:
Sun Aug 09, 2020 6:15 pm
I suppose that LuxCore always gets Triangles as input, so there will be no way to do this with arbitrary polygons as modelled in Blender?
Yes, it uses only triangles. It could be possible to use triangle AOVs to decide the edges to show and the one to not.
Support LuxCoreRender project with salts and bounties

JulianoLisboa
Posts: 17
Joined: Sat Feb 22, 2020 3:29 am

Re: Wireframe texture

Post by JulianoLisboa » Mon Aug 10, 2020 12:26 am

Very good, it would be very useful if it were not triangular. Quad is much more enjoyable.

User avatar
Dade
Developer
Posts: 4687
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Wireframe texture

Post by Dade » Mon Aug 10, 2020 1:07 pm

Triangle AOVs can be use to store information in order to show/hide wires. This is an example of WireFrame texture using triangle AOVs information produced by a new EdgeDetector Shape I'm working on:

edges.jpg

Left cube with normal WireFrame texture and right cube with WireFrame texture using EdgeDetector information.

Like I said, all this stuff is a side product of the work I'm doing to have a Bevel shader.
Support LuxCoreRender project with salts and bounties

JulianoLisboa
Posts: 17
Joined: Sat Feb 22, 2020 3:29 am

Re: Wireframe texture

Post by JulianoLisboa » Mon Aug 10, 2020 2:22 pm

Dade wrote:
Mon Aug 10, 2020 1:07 pm
Triangle AOVs can be use to store information in order to show/hide wires. This is an example of WireFrame texture using triangle AOVs information produced by a new EdgeDetector Shape I'm working on:


edges.jpg


Left cube with normal WireFrame texture and right cube with WireFrame texture using EdgeDetector information.

Like I said, all this stuff is a side product of the work I'm doing to have a Bevel shader.
Great. Good Job.

marcatore
Donor
Posts: 446
Joined: Wed Jan 10, 2018 8:04 am

Re: Wireframe texture

Post by marcatore » Tue Aug 11, 2020 10:02 am

it will be a great feature. Really.!
I hope you'll find room for some features like the ones Vray offers.

https://docs.chaosgroup.com/display/VMAX/VRayEdgesTex

User avatar
Dade
Developer
Posts: 4687
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: Wireframe texture

Post by Dade » Tue Aug 11, 2020 10:43 am

If there is some interest in the topic of wireframe shader, I can further work on it once I have finished with the bevel one: at first, I was thinking it more like a debug tool or a toy.
Support LuxCoreRender project with salts and bounties

marcatore
Donor
Posts: 446
Joined: Wed Jan 10, 2018 8:04 am

Re: Wireframe texture

Post by marcatore » Tue Aug 11, 2020 12:32 pm

well..the vrayedgetex is the like what you're doing.
if you put that on the bump channel of the material, it works like a bevel shader.
In any case...it's up to you.
I think it should be a good link as reference for further features.

Post Reply