Rendering bounding lines with different width and intensity

   3645   5   3
User Avatar
Member
10 posts
Joined: Sept. 2010
Offline
Hello everyone , i was thinking of a way to render bounding lines ( like vector renderer wren or viewport hidden line render or everything else ) , but with a special effect . lines with different width and different intensity . like drawing a line with ink and a round brush . anyone has an idea for this ? is it possible ?
i add an image drawn by pencil to express what i mean …
thanks you

Attachments:
Scanned Document.jpg (5.2 KB)

User Avatar
Member
55 posts
Joined: Sept. 2010
Offline
Well the easiest solution would be put whatever you want into the input of a box. This will resize the box to fit the bounds of your object. Next you can use either a poly wire to get real thick wires or an ends to destroy all the polygons and keep edges(which you can render).
User Avatar
Member
130 posts
Joined: April 2009
Offline
Hi,

AFAIK, it is fully doable, but requires some vex/vop work in shaders.

I can't point you to any specific piece of documentation for mantra, but I recall that in one of the basic Renderman/RSL books there was a recipe for similar effect. It is called overpainting, and, in brief, it is achieved by sampling the render color (e.g. as output by wren) and then replacing it with a piece of a brush-like bitmap texture.

Cheers,
Greg
User Avatar
Member
10 posts
Joined: Sept. 2010
Offline
aiworks
Hi,

AFAIK, it is fully doable, but requires some vex/vop work in shaders.

I can't point you to any specific piece of documentation for mantra, but I recall that in one of the basic Renderman/RSL books there was a recipe for similar effect. It is called overpainting, and, in brief, it is achieved by sampling the render color (e.g. as output by wren) and then replacing it with a piece of a brush-like bitmap texture.

Cheers,
Greg
thank you ,very useful guide i will search for it.
User Avatar
Member
10 posts
Joined: Sept. 2010
Offline
Klockworks
Well the easiest solution would be put whatever you want into the input of a box. This will resize the box to fit the bounds of your object. Next you can use either a poly wire to get real thick wires or an ends to destroy all the polygons and keep edges(which you can render).
thank you ,its a good idea … but i think working with shaders is closer to my needs.

Attachments:
untitled.jpeg (7.9 KB)

User Avatar
Member
53 posts
Joined: May 2010
Offline
Talebinezhad
Klockworks
Well the easiest solution would be put whatever you want into the input of a box. This will resize the box to fit the bounds of your object. Next you can use either a poly wire to get real thick wires or an ends to destroy all the polygons and keep edges(which you can render).
thank you ,its a good idea … but i think working with shaders is closer to my needs.

i think you can use instance or delayed-load procedural shader.
  • Quick Links