I am fairly new to 3DS Max and I am trying to work out how I can render out a hidden line wireframe with a glow to it.
I know how to get a wireframe render using a standard material with the 'wire' box ticked and I can get a glow on the wireframe using the effects/lens effects/glow method but I cant work out how to get the render to render the object as a 'hidden line wireframe' so that wires that should be hidden behind faces are not rendered.
I have tried the ink and paint material but I only seem to be able to
get an outline of the entire object with no lines rendered within.
below are the standard, ink and paint/glow and wireframe/glow examples
hope that makes sense, any pointers appreciated
I found a solution to your problem using mental ray.
It consists of a blend shader with in the first slot a Matte/Shadow/Reflection shader and an arch & design shader with self-illumination enabled.
As for how it's set up:
- Add a "UVW Map" modifier to your object and set it to "Face", this way you can map an image to every single polygon.
- Then in your material editor create a "Gradient Ramp" and set its gradient type to "Box" and interpolation to "Solid"
- Adjust the gradient's colours to make a map where the border is completely white and the inside completely black.
- When you apply this gradient to every single face / polygon on your object, we'll simulate the wireframe effect.
- Create your Blend shader and put a "Matte/Shadow/Reflection" shader in slot 1 and an "arch & design" in slot 2.
- Then as a mask use the "Gradient Map" you just made.
- In the "Matte/Shadow/Reflection" shader turn off all the checkboxes (receive shadows, ao, receive reflections, receive indirect illumination)
- This makes it so that the wireframes are blocked out (hidden line effect) but our alpha channel doesn't contain the shape of the object.
- Now for the arch & design shader, set the diffuse & reflection colour slots to 0.
- Then plug the gradient map into an RGB Multiply map and the RGB Multiply map into the "Self-Illumination" slot of the arch & design shader. (This is important for the glow)
- The RGB Multiply lets you change the colour of your rendered lines.
- Then, make sure self illumination is enabled in your arch & design shader.
- Apply the Blend shader to your object and hit render.
- If the lines are too think, try adjusting the gradient map's colours.
Then for the glow:
- In your render settings (F10) got to the "Renderer" tab and scrool down to the "Camera Effects" rollout.
- In the "Camera Shaders" section enable the "Output" map. It's default is a Glare map.
- Now you can control the amount of Glow with both this map (Glare) and the self illumination "Luminance" of your arch & design shader.
I've attached a screenshot of the shader setup, a render and the maxfile for you to look at.
Small update, I decided to make a video tutorial out of this for my blog.
You can find it here: Hidden Line Rendering Turorial