Like this it is a bit like the Voronoi (crackle) texture, but with more explicit control via the mesh.
Wireframe texture
- FarbigeWelt
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Re: Wireframe texture
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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Re: Wireframe texture
Hi, I couldn't find Bevel or Wireframe quad in the daily builds, has it been implemented yet?
Re: Wireframe texture
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.
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.
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Re: Wireframe texture
Very good, but do you have an idea of when it will be implemented in Blender?
Re: Wireframe texture
The wireframe texture is available in BlendLuxCore v2.5.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 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?
Re: Wireframe texture
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.).
Re: Wireframe texture
Cool!
Looking at https://github.com/LuxCoreRender/LuxCor ... s.cpp#L353, I wonder what aovIndex0, aovIndex1, aovIndex2 are for and how they should be used?
Why are there three AOV indices? In the examples, only one ".aovindex" property is set (which I guess is outdated?): https://github.com/LuxCoreRender/LuxCor ... be.scn#L78
Looking at https://github.com/LuxCoreRender/LuxCor ... s.cpp#L353, I wonder what aovIndex0, aovIndex1, aovIndex2 are for and how they should be used?
Why are there three AOV indices? In the examples, only one ".aovindex" property is set (which I guess is outdated?): https://github.com/LuxCoreRender/LuxCor ... be.scn#L78
Re: Wireframe texture
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).B.Y.O.B. wrote: ↑Fri Jan 15, 2021 11:03 am Looking at https://github.com/LuxCoreRender/LuxCor ... s.cpp#L353, I wonder what aovIndex0, aovIndex1, aovIndex2 are for and how they should be used?
The wireframe texture reads the AOV value associated to the triangle edge and it can be used to "erase" the wire: https://github.com/LuxCoreRender/LuxCor ... me.cpp#L48
At the moment the texture uses fixed 0, 1, 2 AOVs.
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Re: Wireframe texture
I would love to hide the triangles in this wireframe.