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.
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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:
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.
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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.
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.
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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.