jsmack
Another option is to use the Opengl ROP pointed to the lop network pruned down to just the asset.
JeremyE
Let me ask your advice on another subject please.
How can I import the version of each of my objects in stage before applying the final subdivide and still keep my original highpoly object placement in my scene please?
JeremyE
Hi,
This topic is very timely.
Thank you but how do you do that please? I have tried but without success. I only get a null image.
jsmack
I haven't looked at the scene file, but perhaps the ROP is not configured to use the stage.
mtlxsplittb
and mtlxsplitlr
, but the thickness of wires generated by these operators turned out to rely on polygon dimensions, so the result was, well... far from acceptable to say the least. Additionally, rendering it with XPU was introducing some artifacts in the form of overly thickened parts of the wireframe.
jsmack
You could use variants to create an LOD variant, but if all you're doing is subdividing, then just use a subdivision surface.
Yader
How about using Barycentric Coordinates (MtlX Term ray:hituv) and dividing by the distance to Cam (MtlX Term ray:hitdist) and then comparing against a thickness value?
Here's a setup where I am not 100% on the math, as I had to use some divide math where I don't think they're really needed. Nevertheless a shader only solution
AnimGraphLab
There's a much much simpler way 🙂 Basically, it's the same process as creating handpainted textures in Photoshop.
1. Save UVs as image (two options, same result):
- Labs Export UV Wireframe node [www.sidefx.com] -> Choose resolution and path -> render. Has an additional option to define wireframe width AND can save UDIMs.
- Right-click on UV node you have (UV Flatten, AutoUV, UV Layout, etc, or whatever node after UVs are created) -> Save -> Texture UV to Image [www.sidefx.com]. option -> Choose resolution and save path.
2. Open in Photoshop or what you prefer:
- If using Texture UV to Image option -> add a white (or black, sometimes wireframe renders with white instead of black color) layer underneath UV image.
- If using Labs Export UV -> add a white layer underneath UV image.
- Save the image.
3. Create MTLX Standart Surface material
- create MTLX image node.
- load wireframe image.
- plug into MTLX material base color.
4. Done.
Works with Karma CPU & XPU. Or actually with any renderer.Image Not Found