Maksim Dmitrachkov
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Wireframe Shader inside Karma MaterialX Subnet? April 21, 2024, 4:43 p.m.
AnimGraphLab
There's a much much simpler way 🙂 Basically, it's the same process as creating handpainted textures in Photoshop.
1. Save UVs as image (two options, same result):
- Labs Export UV Wireframe node [www.sidefx.com] -> Choose resolution and path -> render. Has an additional option to define wireframe width AND can save UDIMs.
- Right-click on UV node you have (UV Flatten, AutoUV, UV Layout, etc, or whatever node after UVs are created) -> Save -> Texture UV to Image [www.sidefx.com]. option -> Choose resolution and save path.
2. Open in Photoshop or what you prefer:
- If using Texture UV to Image option -> add a white (or black, sometimes wireframe renders with white instead of black color) layer underneath UV image.
- If using Labs Export UV -> add a white layer underneath UV image.
- Save the image.
3. Create MTLX Standart Surface material
- create MTLX image node.
- load wireframe image.
- plug into MTLX material base color.
4. Done.
Works with Karma CPU & XPU. Or actually with any renderer.Image Not Found
There's a more simple way.
1. Get ray:hituv
2. Put it into mtlx grid tex coord input and set thickness
3. Remap with colors you wish
4. Enjoy