Announcement

Collapse
No announcement yet.

Make VRayEdgesTex work with "Isoline Display" option of TurboSmooth

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Make VRayEdgesTex work with "Isoline Display" option of TurboSmooth

    When rendering wires for various purposes I don't want to take the fully tesselated mesh edges but rather the original, unsmoothed edges but with the smoothed geometry so I turn on "isoline display" in the TS modifier but vray acts strange and produces jaggy/splotchy edges....can we have a fix please?
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    A temporary fix is to collapse the turbo smooth modifier in to editable poly. The isoline display then becomes the actual topology after that, which I painstakingly found out once.
    CGI Artist @ Staud Studios

    Comment


    • #3
      Ah thanks! Good to know!
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        Originally posted by AC5L4T3R View Post
        A temporary fix is to collapse the turbo smooth modifier in to editable poly. The isoline display then becomes the actual topology after that, which I painstakingly found out once.
        Although I don't think that fixes the rendering artifacts of VRayEdgesTex. The invisible edges still cut into the lines of the visible edges.

        What you can do is add an EditMesh or EditPoly modifier, activate the edges subobject mode and select all edges via Ctrl+A. Then click on "Create Shape from Edges" or "Create Shape" (depending on Mesh or Poly) to create a spline object of just the visible edges. Now you could already set that spline to being renderable and use it as a wireframe, but of course that way the lines will have their thickness visible along the silhouette of the object. Going further you could set the (renderable or sweeped) spline to being non-renderable (in the object properties - not the EditableSpline's settings), and feed it into a VRayDistanceTexture, so that it will create lines on the object's surface.

        Comment


        • #5
          Wow, that DistanceTex workaround is genious! Thanks for that! Best would still be to have it supported natively though
          Software:
          Windows 7 Ultimate x64 SP1
          3ds Max 2016 SP4
          V-Ray Adv 3.60.04


          Hardware:
          Intel Core i7-4930K @ 3.40 GHz
          NVIDIA GeForce GTX 780 (4096MB RAM)
          64GB RAM


          DxDiag

          Comment


          • #6
            Originally posted by Laserschwert View Post
            What you can do is add an EditMesh or EditPoly modifier, activate the edges subobject mode and select all edges via Ctrl+A. Then click on "Create Shape from Edges" or "Create Shape" (depending on Mesh or Poly) to create a spline object of just the visible edges. Now you could already set that spline to being renderable and use it as a wireframe, but of course that way the lines will have their thickness visible along the silhouette of the object. Going further you could set the (renderable or sweeped) spline to being non-renderable (in the object properties - not the EditableSpline's settings), and feed it into a VRayDistanceTexture, so that it will create lines on the object's surface.
            Wow that's some imaginative use of the distance texture. I'm always amazed what users come up with

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              Originally posted by vlado View Post
              Wow that's some imaginative use of the distance texture. I'm always amazed what users come up with

              Best regards,
              Vlado
              You can even use the DistanceTexture in the bump slot, if you need precise imprints, via splines drawn on the surface of the object. No need for unwrapping and more detail than a bitmap.

              Comment


              • #8
                Can it be used directly in a VRayDisplacementMod? ^^
                Software:
                Windows 7 Ultimate x64 SP1
                3ds Max 2016 SP4
                V-Ray Adv 3.60.04


                Hardware:
                Intel Core i7-4930K @ 3.40 GHz
                NVIDIA GeForce GTX 780 (4096MB RAM)
                64GB RAM


                DxDiag

                Comment


                • #9
                  Originally posted by Art48 View Post
                  Can it be used directly in a VRayDisplacementMod? ^^
                  Yes...

                  Best regards,
                  Vlado
                  I only act like I know everything, Rogers.

                  Comment


                  • #10
                    distance texture has been my favourite map for quite some time.. its -extremely- useful.

                    Comment


                    • #11
                      Originally posted by AC5L4T3R View Post
                      A temporary fix is to collapse the turbo smooth modifier in to editable poly. The isoline display then becomes the actual topology after that, which I painstakingly found out once.
                      Beware that collapsing your turbosmooth +Isoline Display in a poly will mess up your surfaces (there are no such things as invisible edge in poly) Editable mesh is the way to go.
                      Philippe Steels
                      Pixelab - Blog - Flickr

                      Comment

                      Working...
                      X