yourfather Posted November 12, 2013 Share Posted November 12, 2013 (edited) Hello all. Does anyone know how to take a model and render JUST THE OUTLINES of the geometry? 1. Just outlines 2. I need everything "inside" the outlines to be invisible because their is geometry inside that needs to show. Think of a "toaster", i want the outlines of the outside of the toaster but i also want to show the outlines of the objects inside the toaster. Im trying to show the "form" of the toaster with the outlines and the rest is invisible so i can see the other objects inside the toaster. I hope that isnt too confusing. Thanks in advance. Edited November 12, 2013 by yourfather Link to comment Share on other sites More sharing options...
notamondayfan Posted November 12, 2013 Share Posted November 12, 2013 I would try using / adjusting your alpha channel to only show the toaster, then in Photoshop or similar, use a tool to colour the outline such as stroke. Then overlay this onto your render of the toaster. Link to comment Share on other sites More sharing options...
yourfather Posted November 12, 2013 Author Share Posted November 12, 2013 I just need the outlines of the form. The product is way too complicated to try and fake it in photoshop. I need to show all the parts. So every part needs to have an outline but the inside (faces) needs to be invisible so you can see through it. Thanks for the tip though! Link to comment Share on other sites More sharing options...
notamondayfan Posted November 12, 2013 Share Posted November 12, 2013 Vray toon then should do what you want. Dean Link to comment Share on other sites More sharing options...
yourfather Posted November 12, 2013 Author Share Posted November 12, 2013 Sorry i should have said im in Mental Ray not Vray. Thanks. Link to comment Share on other sites More sharing options...
Scott Schroeder Posted November 12, 2013 Share Posted November 12, 2013 Mental Ray contour shader is what you are looking for. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-797FBC38-E08E-41DF-9D02-5C455B7C76E1.htm,topicNumber=d30e534094 http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-A9780434-94B0-4C4E-A26E-9C7EC6B36A09.htm,topicNumber=d30e430478 Link to comment Share on other sites More sharing options...
CJI Posted November 13, 2013 Share Posted November 13, 2013 What Scott said. You will need to do it in 2 passes if i understand what you are trying to achieve. One of the toaster as is, then one with the outer casing hidden to expose the inner parts. Then composite in Photoshop. Link to comment Share on other sites More sharing options...
yourfather Posted November 13, 2013 Author Share Posted November 13, 2013 Im basically just trying to get a "Wireframe" type render but not wireframe in the literal sense. Just the edges of ALL the pieces. Including internal. The wire frame on this model is too disorganized to actually use. Its a converted x_t file. Link to comment Share on other sites More sharing options...
Scott Schroeder Posted November 13, 2013 Share Posted November 13, 2013 Like I said, Mental Countour shader is what you want. You have at least 4 different contour options, all with options themselves. You'll have to play with some of them a bit and you'll be able to get just the outer edges in no time. You may have to break the model up into various pieces and comp those layers back in PS if some of the internal pieces are being difficult. The time you are spending trying to figure out how to do this all in one pass, you could have done this 500 times over if you break it up into layers. Link to comment Share on other sites More sharing options...
yourfather Posted November 13, 2013 Author Share Posted November 13, 2013 LOL now thats an assumption. But thanks for the input. I'll be trying this probably over the weekend. Best. Link to comment Share on other sites More sharing options...
Nicolai Bongard Posted November 21, 2013 Share Posted November 21, 2013 Another way to get the effect of an outline is to copy your mesh, scale it up a bit (the difference between your two meshes will be the thickness of your black outline), then flip the faces of the upscaled mesh. Then you apply a black material that is not renderable from the backside, and make sure it does not cast shadows. If you do that to the internal parts they should all appear "normal", but with a black outline. For your toaster/cover you just flip the faces on your original mesh as well, and make sure the material is not visible from the back side. Note that this will only work if you have modeled the cover "flat"/no thickness and with faces facing outwards originally. Link to comment Share on other sites More sharing options...
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