Hi Peter,
The problem with these options is that the line thickness is then in
UV space - so you won't get even lines on your texture. The UV
stamping kinda works, depending on how correct the size of the UV
stamp is in relation to the size of the polygon, but the stamp isn't
sufficiently high quality - i.e. no antialiased and no controls for
line thickness. Beyond that the real killer is each of our guys need
to do this on tens of scenes (per project) with hundreds or more
objects each.
Cheers,
Alan.
On 9/7/07, peter boeykens <peter_b(at)skynet.be> wrote:
>
>
> I totally second the need for a simply working viewport capture.
>
>
> But I was thinking, perhaps you can texture it?
> as long as you have tris and quads (ngons would require some manual work).
> The trick is to make the good uv map with minimal effort:
>
> select one quad and give it uv's in a square, eg (0,0), (0,0.5), (0.5,0) and
> (0.5,0.5)
> copy uvs, select all polygons and paste uv's
> that should look good for quads only, but in the UV editor, you would now
> easily identify the tri's: they're the diagonal lines.
> If you can select all the tris from the UVeditor by selecting those diagonal
> lines you could uv them too, eg. on (0.5, 0), (0.5, 0.5) and (0,1)
> (possibly what I describe could be easily scripted!)
>
> higher ngons you can select through the selection menu.
> they would need to be handled manually I guess,
> but chances are you dont use too many of those for modelling?
>
> with such uv's it would be very straightforward to texture outlines...
> and it should look good on subd's too
>
>
>
> another idea along those lines is to use unqiue uv's, stamp the uv's and use
> the stamp to texture the object.
> That should give you outlines on the poly's too - allthough it would require
> much more res than the above example, and you wouldnt be able to paint
> something easily.
>
>
>
>
> mind that I didnt try either, and they probably have downsides too or are
> not as straighforward as I imagine here...
>
>
>
> ----- Original Message -----
> From: adrian
> To: XSI(at)Softimage.COM
> Sent: Thursday, September 06, 2007 11:26 AM
> Subject: Re: rendering wirefrmame?
>
>
> but they work by placing geometry along all the edges, try that on a 100k
> poly mesh and see how the 'gigapolygon core' copes!
>
> ;o)
>
> a
>
> Adrian Wyer
> Fluid Pictures
> 16-18 Beak Street
> London
> W1F 9RD
> T: +44 (0) 20 7183 2160
> www.fluid-pictures.com
>
> ----- Original Message -----
> From: Adam Seeley
> To: XSI(at)Softimage.COM
> Sent: Wednesday, September 05, 2007 7:30 PM
> Subject: RE: rendering wirefrmame?
>
>
> Hi,
>
> I think Helge wrote a couple of scripts that could help with wireframe style
> renders.
>
> http://www.mindthink.de/
>
> There was XSIAtomiser and there seeme to be another one on his news page
> called MT_SimpleWire.
>
> Get yourself a login & try them out.
>
> Adam.
>
>
>
>
> ________________________________
>
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of
> Gene Crucean
> Sent: 05 September 2007 19:22
> To: XSI(at)Softimage.COM
> Subject: Re: rendering wirefrmame?
>
>
>
> Is there any reason you can't use the WireD shader? This shader does
> everything you guys are talking about plus a lot more.
>
> http://www.xsibase.com/tools/shaders.php?detail=1319
>
>
>
>
>
>
> On 9/5/07, Wayne Williams <w1343(at)comcast.net> wrote:
> > depends
> >
> > ----- Original Message -----
> > From: "Alan Jones" <skyphyr(at)gmail.com>
> > To: <XSI(at)Softimage.COM>
> > Sent: Wednesday, September 05, 2007 12:47 PM
> > Subject: Re: rendering wirefrmame?
> >
> >
> > > d'oh - did I just admit to incontinence?
> > >
> > > On 9/5/07, Alan Jones <skyphyr(at)gmail.com> wrote:
> > >> Yes - if only someone would write such a shader..... You need to get
> > >> someone competent who can figure it out at Fluid.
> > >>
> > >> On 9/5/07, adrian <adrian.wyer(at)fluid-pictures.com> wrote:
> > >> > and STILL we can't do something as BASIC as rendering anti-aliased
> > >> > wireframe
> > >> > passes.....
> > >> >
> > >> > how far we've come, NOT!
> > >> >
> > >> > a
> > >> >
> > >> > Adrian Wyer
> > >> > Fluid Pictures
> > >> > 16-18 Beak Street
> > >> > London
> > >> > W1F 9RD
> > >> > T: +44 (0) 20 7183 2160
> > >> > www.fluid-pictures.com
> > >> > ----- Original Message -----
> > >> > From: "Francois Lord" <francoislord(at)gmail.com>
> > >> > To: <XSI(at)Softimage.COM>
> > >> > Sent: Wednesday, September 05, 2007 5:20 PM
> > >> > Subject: Re: rendering wirefrmame?
> > >> >
> > >> >
> > >> > > Ah yes... that thread again. It's been what... two weeks since the
> > >> > > last
> > >> > > one?
> > >> > >
> > >> > > karlnrose wrote:
> > >> > >> I'm trying to show a fully rendered image fading into a wire frame
> > >> > >> or
> > >> > >> shaded version. I remember in XSI 5.0 and before there were some
> > >> > >> different options of what type of render to output. In 6.0 I
> can't
> > >> > >> seem
> > >> > >> to find anything that will allow me to render my scene as wire
> frame
> > >> > >> or
> > >> > >> hidden line or shaded. Is there such a thing anymore?
> > >> > >> Also I find the new "render manager" a little confusing compared
> > >> > >> with how
> > >> > >> it used to be done in earlier XSI versions. Earlier today I set
> up
> > >> > >> a 2
> > >> > >> frame render as NTSC and with my high anti-alias settings, but
> when
> > >> > >> I
> > >> > >> rendered I got a 1280x960 low aliased image. I discovered that
> > >> > >> there are
> > >> > >> different render settings in many places in the render manager
> even
> > >> > >> though I only have one pass. In the good old days I would just go
> > >> > >> to the
> > >> > >> first tab of the render settings and set the filename, frames,
> image
> > >> > >> type, etc...... and I would get what I want. Now it's a crap
> shoot
> > >> > >> if
> > >> > >> the finished image will have the settings I intended, as there is
> > >> > >> always
> > >> > >> some hidden menu that overrides the menu I am using. Maybe it's
> > >> > >> just me?
> > >> > >>
> > >> > >> Anyway enough bitching, If anyone can answer my question about the
> > >> > >> rendering of wire and or shaded/hidden line that would very
> > >> > >> helpfull.
> > >> > >>
> > >> > >> Cheers,
> > >> > >> Karl.
> > >> > >> ---
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