Re: Wireframe texture
Posted: Sun Jan 17, 2021 3:51 pm
I'll look into it when I'm back at my PC in 1-2 weeks.
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Nope, it depends on the angle between the two triangles, if it is over or under the threshold. Two triangles are considered coplanar only if the angle between them very small.JulianoLisboa wrote: ↑Tue Jan 26, 2021 8:35 pm What I imagined was that the diagonal lines would disappear, leaving only squares.
Hello Dade, so as I am an end user, I will try to explain the need for wireframe. A customer asks us for a 3d model of a product, when we deliver it is part of the sales pitch to prove that it is not a photo, although it looks a lot like one. Then we show the wireframe and the client then realizes that that ultra-realistic photo is actually CGI, that values the work.Dade wrote: ↑Tue Jan 26, 2021 10:22 pmNope, it depends on the angle between the two triangles, if it is over or under the threshold. Two triangles are considered coplanar only if the angle between them very small.JulianoLisboa wrote: ↑Tue Jan 26, 2021 8:35 pm What I imagined was that the diagonal lines would disappear, leaving only squares.
Do you have wires over something you consider planar ? Try to post a test scene (may be just the cube) if you have a problem.
You should post also how you would like it to look because, for what I see, "wireframe hide planar on" works exactly how is expected to work.JulianoLisboa wrote: ↑Wed Jan 27, 2021 12:33 pm We can see that in more complex models the hide planar wireframe does not work well, if applying shade smooth then it makes everything worse.
wireframe hide planar off
wireframe hide planar off.png
wireframe hide planar on
wireframe hide planar on.png
shade smooth all objects
shade smooth all objects.png
This is something can only be done at BlendLuxCore level because, for the time LuxCore receives the mesh, it has already been tessellated in triangles and any previous information about where the mesh coming from is not included.JulianoLisboa wrote: ↑Wed Jan 27, 2021 5:21 pm Everything OK my friend. here's an example of what you would like if possible.
And in the corona I can add shade smooth and Subdivision surface that will be right. What I can't do at Luxcore.
Yes, 3ds Max was usedDade wrote: ↑Wed Jan 27, 2021 8:09 pmThis is something can only be done at BlendLuxCore level because, for the time LuxCore receives the mesh, it has already been tessellated in triangles and any previous information about where the mesh coming from is not included.JulianoLisboa wrote: ↑Wed Jan 27, 2021 5:21 pm Everything OK my friend. here's an example of what you would like if possible.
And in the corona I can add shade smooth and Subdivision surface that will be right. What I can't do at Luxcore.
I'm not even sure it is possible win BlendLuxcore: it may be possible if the mesh is coming from a parametric surface like a NURBS but it may be not if it is just a generic triangle mesh.
Was the Corona rendering done using Blender or something like 3DsMax ?