kaom opened this issue on Sep 06, 2001 ยท 9 posts
kaom posted Thu, 06 September 2001 at 2:27 AM
Attached Link: http://www.renderosity.com/messages.ez?ForumID=12400&Form.ShowMessage=395418
In the Cinema 4D forum at this link there is a motorcycle picture rendered in a cool wireframe look. Could this be done in Carrara? What would I do to get this look? Would i just make a wireframe looking texture in Photoshop or Illustrator and apply it as a texture map? I really like this look, and want to do something similar in my renders. Thanks, kaomewinemiller posted Thu, 06 September 2001 at 6:30 AM
kaom, Simply use the ZBuffer renderer set on wireframe. Good Luck, Eric Winemiller Digital Carvers Guild Freeware and commercial 3D extensions http://digitalcarversguild.com
Eric Winemiller
Digital Carvers Guild
Carrara and LightWave
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Julian_Boolean posted Thu, 06 September 2001 at 7:37 AM
In looking at the motorcycle you indicated, I would suspect that the artist (Slouchcorp) used a type of wireframe render which in not available in RDS/Carrara. In RDS, and probably in Carrara, objects are transparent when rendered in wireframe. This allows the mesh on the reverse side of the object to show through (very confusing to the eye). You could probably approximate Slouchcorp's results by applying a texturemap composed of black lines on a white background and then inverting the color of the rendered image. This would produce a black object with white lines and white shadows. Good luck, Jim Zipperer a.k.a. Julian Boolean
kaom posted Thu, 06 September 2001 at 10:49 AM
Thanks guys! I tried the G-Buffer method before and it doesn;t quite look like what I want. I'm going to try making a texture map of it. Would I have to render it on a whit background, so when I inverted it later it would be black?
noviski posted Thu, 06 September 2001 at 6:19 PM
I agree with cutcopypaste, I think the wire shader is a good option on these case. I've try something like that, years ago, in CorelDream 3D, the results are not so good, but I'm sure you can do better. Check it out: http://www.humorilustrado.hpg.ig.com.br/supermost/supmost2.jpg
rockjockjared posted Thu, 06 September 2001 at 6:38 PM
kaom, good luck with the image map! Seems like it would be fairly difficult to get the same effect as actually using the z-buffer. I've done some work like this with max (maily just playing with the buttons) but it also has a default texture which is something like the z-buffer in carrara. I would suggest sticking with the z-buffer. But you'll have to be pretty particular with your modelling. Since everyone will be able to see exactly where you placed your polys when you render. Good Luck! Jared Oh, BTW, the 1957 Ford project has been placed on hold for a LONG while. I realized that I don't have the skill required (at the moment) for that project. Hopefully I will be able to put some more time into it in the near future though.
kaom posted Thu, 06 September 2001 at 7:22 PM
rockjockjared, you will have the skills needed, just keep at it, I know that max isn't an easy program, but you'll get it. I've tried the Z-Buffer method and it's not looking too good. I tried making a texture map for this look, but that didn't work out either. Guess I have to live without it. It just looks so darn cool. The wires method works somewhat OK, but still doesn't look right on all sides of it. I'll keep trying and see if I can get close. Thanks for the ideas and suggestionss guys. kaom
Orio posted Thu, 06 September 2001 at 7:24 PM
It might be a simpler way to make two separate renderings, one in wireframe mode, the other using a shader of the colour you want the opaque parts of the object to be made of (disable shadows it you don't want any), then photocompose the two as layers in a photoretouching program. If you use Photoshop you might be able to achieve the final effect with just a little actual pixels retouching, aimed to erase with a dark colour the white lines that outline hidden polygons. Then it might be enough for you to take advantage of an appropriate layers mode (the drop down menu) and mostly of the layers options (the blend sliders), since there should be sufficient contrast between the white of the lines and the dark colour of the opaque parts for the blend settings to operate appropriately. Cheers, Orio
rockjockjared posted Fri, 07 September 2001 at 1:57 PM
CCP, thanks for all the excellent advice! Currently I'm just using bmps that I have found on the web as my viewport background...and I kills my computer! I can't full screen each seperate view port using this method! I'll try using your method...seems like I wouldn't use much memory at all. I'm also glad you said something about the adding quads...I generally just create an additional patch, but this seems much easier...especially for fine tuning and such! Well, thanks again for your comments! I will put them to good use! Jared