Why I Have to Draw Lines Again Wireframe for Using the Fill Catia
Rendering wireframes for your 3D models is a must when you lot want to present your work in a professional manner past assuasive the viewer to see both the textures for the model besides every bit the topology. Including a wireframe overlay for your 3D models is peculiarly important when creating work for a demo reel, because recruiters like to non only see your 3D models but they want to see that you paid close attention to the edge flow and topology and if your piece of work can concord up to make clean deformations if animated.
Luckily there are many different ways yous can return out wireframes for your 3D models in Maya and then you lot can bring them into an editing application like Photoshop to composite the different render passes together to create the final look. This commodity will get over the most common ways of rendering out wireframes in Maya as well as some of the benefits and draw backs of each method so you tin make up one's mind which will work best for your needs.
Setting up Wireframe with Maya Vector
The first method of rendering out a wireframe for your model is to utilise the Maya Vector rendering option. This is probably the easiest method to set up and go pretty decent looking results adequately quickly. Let's become over the procedure of setting this upwards for your models in Maya. The first thing yous should do when creating any split rendering passes like this is to create a new render layer that is dedicated to this wireframe render pass. You can practice this past selecting your entire model or just selecting what you desire to be rendered as a wireframe and switching your layers panel to render, and adding a new render layer by selecting Create new layer and assign selected objects. Yous can name information technology whatever yous like, and you'll desire to ensure that you lot accept this new render layer selected when rendering out the wireframe. Once yous take a new render layer created open upwards the return settings window and under the Render Using drop down menu select Maya Vector.
Now select the Maya Vector tab within the render settings window, this will allow you to accommodate how you want your line pass to wait. At the very acme of the Maya Vector rendering settings you lot'll see the Fill Options tab. Go alee and uncheck the Fill up objects box. This volition make it so that when yous render it will just be the wireframe, and not the underlying geometry.
Coil down toward the bottom until you see Border Options and check the Include edges box.
With the Include edge box checked modify the Border weight preset to 1.0 pt
Now you'll demand to switch the Edge style to Entire Mesh. If you lot keep it as an outline it volition but render out the outline of your 3D model.
Lastly you'll want to change the Edge color. You can change it to whatever color y'all like, as long as it's not completely black considering the default background color when rendered volition be blackness so the wireframe won't prove up. So, in this case the Border color has been inverse to white.
Once you render it yous should see similar results to the image below. You can save this wireframe pass out as something like a PNG and bring it into your favorite photograph editing application and overlay information technology onto the return for the model.
After yous bring the wireframe render into a program like Photoshop you tin change the color of the wireframe to annihilation you like, hither the colour has been inverse from white to black one time it was brought into Photoshop.
Now, the biggest downside to this method is that get a very dense wireframe, and that's considering Maya Vector triangulates all of the quads on your model. So, while this method is very easy and quick to set up, you might not get the exact results yous were wanting. Just go on that in mind if you're planning on using the Maya Vector method to create your wireframe render.
Setting up Wireframes With Toon Render
This next method is done by using a Toon Render. While it's a bit more complicated than the start method it does produce more accurate results. So let'southward go over how to set up a wireframe for your models using a Toon Return. You'll desire to practise the same thing you did for the commencement method and that is to ready a separate render layer for your wireframe pass if you haven't already. Once you've done that make sure you're under the Rendering carte du jour set by opening the menu fix drib down.
Now with your entire mesh selected go to Toon>Assign Outline>Add New Toon Outline.
You should run into a faint outline of your mesh, similar in the prototype below. Now go into your attribute editor and make sure you're under the pfcToonShape node.
Scroll downwards till you see the Crease Lines tab and dial downwards Crease Break Bending and Crease Angle Max to a value of 0. And uncheck the Hard Creases But box. Your values should be the same as in the paradigm, and you should at present see the wireframe covers the unabridged mesh.
For this the Crease Line Width and the Border Line Width take both been upped to a value of 2 merely and then the wireframe is a trivial bit thicker.
At present you'll need to select the actual geometry underneath the wireframe, and become to Toon>Assign Fill Shader>Solid Color. You lot should meet that now the geometry underneath is completely white, which is what you want.
In gild for the wireframe to come out correctly yous'll need to change the groundwork color for your camera, so select your camera which will open up the attributes for information technology.
Once in the camera attributes whorl down till you detect the Environment tab, and open it upwards and change the background colour to completely white.
The concluding affair you need to practise is get into the rendering settings and alter the Return Using to Maya Software
In the Maya Software tab become to Quality>Production quality. This will ensure that your wireframe is smooth.
When you bring the wireframe render pass into an editing software similar Photoshop brand certain that you prepare the blending mode to multiply. This will brandish just the wire, and non the white fill up color that you had to add to the 3D mesh.
Yous can run across that using the Toon Return method produces much smoother and more of an accurate representation of the wireframe without triangulating the quads on your model. The downside to this method is that yous'll have to change the color of the wireframe in the attributes of the pfcToonShape node, but that shouldn't be a very big issue.
Setting up a Wireframe with a Ramp Texture
This last method may seem a lilliputian foreign to you, but using a ramp shader is actually a pretty good mode to set upwardly a wireframe render if you're looking for an alternative to the get-go 2 methods. Allow's go over the process for setting upwardly a wireframe rendering using a ramp. Again, when setting up a wireframe return laissez passer make sure you select your geometry and create another return layer just like you lot did in the previous methods. At present select your entire 3D mesh, and right click and become to Assign Favorite Material>Surface Shader.
In order for a ramp wireframe to piece of work you need to unitize your UVs. Then make sure y'all're under your Polygons menu set and open upwardly the UV texture editor.
With your unabridged mesh select go to Polygons>Unitize in your UV Texture Editor. This will take the UVs and snap them to the edge points of the nix to 1 UV space.
Now navigate to the surfaceShader node in your attribute editor and select the checky box adjacent to the Out Color property.
At present plug in a ramp texture into the Out Colour.
You can see from the prototype below the results yous should take on your mesh.
This isn't really producing the proper results for a wireframe render then you'll need to switch the Type from V Ramp to Box Ramp.
Y'all'll also need to change the Interpolation type to None. You can first to encounter that the results are getting closer to looking similar a proper wireframe.
Y'all but demand two colors for the ramp to go the proper results, so take the blue colour and remove it by selecting the X to the right of the color.
Now you can take the green colour on the ramp and start to raise information technology up. As y'all do that you'll discover that the wireframe thickness starts to decrease then you tin can adapt this equally needed to go your wireframe looking how you want.
With your thickness set you can change the red color to white, and just like you did with the toon render method yous want to brand sure your photographic camera's environment colour is set to white also.
In this case the wireframe is going to be set to black and so fix the green colour to blackness or to any colour you'd like.
Before you return you desire to make certain nether your Render Settings you're using Maya Software and you accept the quality prepare to Production to get the best results.
As you lot can probably tell, the biggest downside to this method is that you lot have to unitize your UVs. So if you accept any textures for your 3D model the UV layout will no longer work. So if you lot're going to apply this ramp method you'll want to do it for something that doesn't have the UVs unwrapped or for something like an Ambience Occlusion return.
At present that you know some of the ways you can create a wireframe return in Maya try out these different methods for your project and come across which ones best fit your needs. If you have any questions or yous desire to share your own method that you lot prefer over these postal service it in the comments below! Interested in trying Digital-Tutors training? First learning new creatives skills from industry professionals with a free demo account today!
Source: https://www.pluralsight.com/blog/tutorials/rendering-wireframes-maya-3-methods-make-models-stand
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