= How to |> render wireframes = This method works with polygons, primitives, nurbs, and metaballs. == Create a scene == # Create a grid by clicking the [Icon:SOP/grid][Grid|Node:sop/grid] tool on the __Create__ shelf tab. # Create a teapot by clicking the [Icon:SOP/platonic][Platonic Solids|/shelf/platonic] tool on the shelf and changing the __Solid Type__ to `Utah Teapot`. # Click the [Environment Light|/shelf/lightsandcameras] on the __Lights and Cameras__ shelf tab to create some [ambient occlusion|/light/ambientocclusion]. [Image:/images/howto/wireframe_teapot.png] # On the [Material Pallette|/ref/panes/materialpalette] select a shader and drag it onto the grid and teapot. For this example we will use the [Clay material|/gallery/shop/material/clay]. == Render the scene == # Create a [camera|/shelf/lightsandcameras] by ((Ctrl + LMB)) the camera on the __Lights and Cameras__ shelf tab. # Create a [mantra render node|Node:out/ifd] by clicking __Render > Create Render Node > Mantra__ in the Houdini menu. # Render your image. The following is what your default rendered image will look like. [Image:/images/howto/wireframe_defaultrender.png] # Improve the quality of your render by navigating to the __Light__ tab on the environment light, by clicking the __Area Light Options__ subtab and increasing the __Area Samples__ parameter to `256`. # Render the image again. The following is what your new rendered image will look like. [Image:/images/howto/wireframe_newrender.png] # Save the image and close [MPlay|/mplay]. == Render the scene with wireframes == # Turn off the display of any objects you don't want visible, such as the environment light. NOTE: To turn off the display of the light handles, press ((Esc)). # Click the __Shading mode__ button at the right side of the viewer toolbar and choose [Icon:VIEW/hiddenline] __Hidden Line Invisible__. [Image:/images/ui/viewer_toolbar1_anno.png] [Image:/images/howto/wireframe_invisible.png] # ((RMB)) the [Icon:TOOLS/flipbook] [Flipbook|/ref/windows/flipbook] icon and choose __Flipbook with New Settings__. # On the __Output__ tab, change the __Frame Range/Inc__ to: `1, 1, 1` since it is a still image. # On the __Effects__ tab, enable the __Depth of Field__ and increase the __Quality__ to something much higher, such as `16`. # On the __Size__ tab, set the __Resolution__ to the same as the __Resolution__ on the __View__ tab of your camera. In this example it is `640x480`. You can also turn on __Crop Out View Mask Overlay__. # Press __Accept__ and render your image. [Image:/images/howto/wireframe_render1.png] This render will also produce a nice looking alpha channel. [Image:/images/howto/wireframe_alpha.png] # Save the image again and close [MPlay|/mplay]. == Composite the two renders == # Switch the view to __Composite View__ and switch to the [Icon:NETWORKS/cop2] img network. # Dive into the [Icon:NETWORKS/cop2] Compositing network and create a [Icon:COMMON/file] [File|Node:cop2/file] node using the [Tab menu|/basics/tabmenu]. # Change the __File__ from `default.pic` to your wire render. # Create another [Icon:COMMON/file] [File|Node:cop2/file] node using the [Tab menu|/basics/tabmenu] and change the __File__ from `default.pic` to your original render. # Insert a [Multiply|Node:cop2/multiply] node and connect the two file nodes to the inputs. [Image:/images/howto/wireframe_nodes.png] This will make the entire image darker because you are multiplying the entire color channel. [Image:/images/howto/wireframe_multiply.png] # Connect the wire file to the mask input, which will use the alpha channel from the wire file. [Image:/images/howto/wireframe_nodes2.png] [Image:/images/howto/wireframe_mask.png]