Render in wireframe in Daz3D 4.7?

Hi,

Any gurus out there know how to render a very specific project as a wireframe in 3delight (Daz3D 4.7)?
I presume it involves messing around with the Shader Mixer or Shader Builder but I confess I haven't found any clue how to actually do it.

The 'thing' I'm trying to render as a wireframe is this one below:


Many thanks in advance!

.p

 

Calaabachti_Matrix.jpg
1200 x 1200 - 1M

Comments

  • For a pure wireframe render justs et the Render Engine to Basic Open GL (Render Settings pane, at the top of the Editor or Advanced tabs) and set the viewport drawstyle to the mode you want (Wireframe, hidden wire or whatever) by clicking the spheer icon next to the camera/view picker at top-right of the viewport. Doing a wireframe render using Shader Mixer/Builder is, at least, tricky.

  • mjc1016mjc1016 Posts: 15,001

    There isn't a true wireframe render...there is a shader (maybe it's ShaderMixer based) available in the store...

    http://www.daz3d.com/wireframe-and-hologram-shaders (but this doesn't seem to be a true read from the object's UVs info wire frame.)

    There is also this script by millighost which will generate an object that is basically 'wires' to overlay on the original.

    https://sites.google.com/site/millighostmix/home/wireframe_script

    Another technique, if you have the items UV mapped...make the exported map into a diffuse map.

     

  • psfilipepsfilipe Posts: 164

    For a pure wireframe render justs et the Render Engine to Basic Open GL (Render Settings pane, at the top of the Editor or Advanced tabs) and set the viewport drawstyle to the mode you want (Wireframe, hidden wire or whatever) by clicking the spheer icon next to the camera/view picker at top-right of the viewport. Doing a wireframe render using Shader Mixer/Builder is, at least, tricky.


    The Basic Open GL solution would be, in fact, perfect. Unfortunately I can't seem to get rid of the background (even) when selecting my output as a .png, like I always do.
    To clarify: the idea is to get a perfect wireframe with a transparent background.

    Thank you for your time!

    .p

  • psfilipepsfilipe Posts: 164
    mjc1016 said:

    There isn't a true wireframe render...there is a shader (maybe it's ShaderMixer based) available in the store...

    http://www.daz3d.com/wireframe-and-hologram-shaders (but this doesn't seem to be a true read from the object's UVs info wire frame.)

     

    Thank you, I've previously checked that solution. It might work for one or two pieces but, in general, is not ideal.
     

     

     

     

    mjc1016 said:

    There is also this script by millighost which will generate an object that is basically 'wires' to overlay on the original.

    https://sites.google.com/site/millighostmix/home/wireframe_script

     

    This, while sounding great, doesn't work. For some reason I get a "An error ocurred while reading the file, check logs...etc..."

     

     

    mjc1016 said:

    Another technique, if you have the items UV mapped...make the exported map into a diffuse map.

     

    Hmm... that sounds interesting but I have no idea how to do it.

    Overall, thank you for your help too :)

    Cheers,

    .p

  • mjc1016mjc1016 Posts: 15,001
    edited December 2015

    I basically had to do 2 renders...one with the Basic OpenGL set to wire texture shaded and the other to 3DL.

    Then I filled in around the sphere (bucket fill in GIMP) with 255 red.  I set that color to the alpha.  I didn't do any special shading in 3DL, so it rendered white. Saved as png, so it's background was transparent.  I then filled the white sphere with 255 red and placed it on a lay beneath the OpenGL render....

    I probably didn't have to do the second render and could have just duplicate the first one and generated a mask.

    test.png.png
    1000 x 800 - 219K
    Post edited by mjc1016 on
  • psfilipepsfilipe Posts: 164
    mjc1016 said:

    I basically had to do 2 renders...one with the Basic OpenGL set to wire texture shaded and the other to 3DL.

    Then I filled in around the sphere (bucket fill in GIMP) with 255 red.  I set that color to the alpha.  I didn't do any special shading in 3DL, so it rendered white. Saved as png, so it's background was transparent.  I then filled the white sphere with 255 red and placed it on a lay beneath the OpenGL render....

    I probably didn't have to do the second render and could have just duplicate the first one and generated a mask.



    Thank you. It is close enough I guess. I can of course remove the blue background in photoshop but I was hoping for a less post-production solution.
    I wonder why a render in Basic OpenGL doesn't have transparency?!

  • I had forgeotten but OpenGL renders can produce variable alphas - mine is pretty poor too. One option might be to render the mesh white on a black background (Window>Panes(Tabs)>Ebvironment, set Type to backdrop and the colour to black then save that and you can use it as a mask/selection to give a clean version of the mesh that can be overlaid on anything else.

  • psfilipepsfilipe Posts: 164

    I had forgeotten but OpenGL renders can produce variable alphas - mine is pretty poor too. One option might be to render the mesh white on a black background (Window>Panes(Tabs)>Ebvironment, set Type to backdrop and the colour to black then save that and you can use it as a mask/selection to give a clean version of the mesh that can be overlaid on anything else.

     

    Good one, Richard. I'll try that one out too.

    Thanks a bunch guys! :)

    .p

Sign In or Register to comment.