Dade wrote: ↑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.
I am interested in wireframe shading. In my opinion sometimes wireframes with definable wire radius and material is a great tool for visualization/illustration. For me this side product
would be welcome.
(At present I am used to use an add-on tracing an object’s edges drawing curves. But, this is not really straight forward because the curves bodies get the shape of cones instead of cylinders. This I do not like much.)
Light and Word designing Creator - www.farbigewelt.ch - aka quantenkristall || #luxcorerender
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This is a super nice feature especially if there is a way to use it as an outliner. I'm looking forward to trying that.
I already make one with serious complex texture connections and looking forward to implementing an outliner shader.
This can be useful especially for architecture render or sketch design look.
Here is my result of what I was done with shaders and textures that I was able to achieve with 3dsmax LuxCore Plugin.
I'm not sure if it's going to be the same thing but I'm defenetlly looking forward to trying it.
JulianoLisboa wrote: ↑Wed Jan 13, 2021 12:39 pm
Very good, but do you have an idea of when it will be implemented in Blender?
The wireframe texture is available in BlendLuxCore v2.5.
The option to ignore planar edges is not implemented yet in the addon. It looks to me like so far there's no documentation on how to use the EdgeDetector shape, and I'm not sure if it is completely finished?
B.Y.O.B. wrote: ↑Thu Jan 14, 2021 10:17 am
The option to ignore planar edges is not implemented yet in the addon. It looks to me like so far there's no documentation on how to use the EdgeDetector shape, and I'm not sure if it is completely finished?
As far as I know, it is working fine It detects and "erase" (fill AOVs used by wireframe texture to hide "wires") edges shared by coplanar triangles, just that.
The application has also the freedom to directly generate the AOVs if it has more information (i.e. before splitting the polygons in triangles, etc.).
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They are the vertex AOV indices where the information, if to draw the triangle edge or not, is stored: 0.0 means don't draw, != 0.0 means draw. There is a value for each triangle edge. At the moment they should always left to the default values and should probably not be exposed (see below).