Open “Geometry, Subdivision & Hair”, and in the Geometry Translation dropdown menu, select “Always Use Quads”. To correct this, go to Render Settings -> Arnold Renderer and scroll down through the options. However, if you render, you will probably once again see the triangles (this is a bug that was fixed in newer versions of Arnold, but is still present in older ones). If you don’t want triangulation, change Edge Type to “polygons”. The map’s settings allow you to change the color of the wire, the filling surface, and the thickness of the lines. If you apply this material to your object, it will now render a triangular wireframe. Connect the output of the Wireframe map to Lambert’s Kd_color input point. To achieve the desired effect, you now also need to create an Arnold Wireframe map, available from Maps -> Arnold -> Utility. Set Arnold as your rendering engine and create a Lambert material (from the Arnold list). It is a much more advanced rendering engine than Scanline, and offers a more adjustable way of rendering wireframe objects. Starting from 3DS MAX 2019, Arnold (MaxToA) is available in 3DS MAX by default. You can also select the “2-Sided” checkbox if you need to see the polygons on the back side of the object. That’s it! The color of the Scanline wireframe is controlled through the Diffuse shade. In the Shader Basic Parameters, select the “Wire” checkbox. Create a new Standard material (it can be found in the Scanline list) and apply it to your object. Set it as your rendering engine, then open the Material Editor (M). If all you need is a fast way to show the polygons of your objects and you don’t care much about any additional features, you can use Scanline, one of the oldest built-in rendering engines in 3DS MAX. Let’s take a look at different ways to make a 3DS MAX wireframe render with built-in and third-party rendering engines. One of these tasks is rendering the polygon net of an object, also known as a wireframe. These effects can be accomplished through special maps exclusive to the chosen rendering engine. Instead, there are tasks that require only showing certain aspects of the objects in a scene for example, how far something is from the camera (depth of field), or how close the surface is to the edge (ambient occlusion). You don’t always need the most realistic results when rendering in 3DS MAX.
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