I’ve done this render with blender render engine
now i’m adding a new mesh and applying to it the same material but the look is completely different
why the highlighted meshedges are lost?
I’ve done this render with blender render engine
now i’m adding a new mesh and applying to it the same material but the look is completely different
why the highlighted meshedges are lost?
They do look like different materials. Maybe you’re using multiple materials on the complex mesh, and only one of the materials on the sphere. Could be a z-offset thing, I suppose. Hard to say more without a blend file to look at…
thanks for your reply benu
I checked both multiple materials and z depth but none of them are the mysterious problem
hers there is the file hopfully you’ll be able to find it out!!
I’m using blender 2.5
up.blend (763 KB)
In my render, the materials on both objects don’t have any kind of mesh lines. I don’t see anything in the material that would have made that look, either.
If you use the technique described here: http://vimeo.com/14207415
…you can get something like the second render that I’m posting. Make sure your wireframe is the top material, and the base material underneath that in your materials panel.
By the way, if you turn off the “Mirror” setting for your base material it renders waaaaay faster with almost zero difference in the final look.
Once you have the dual-material working for one of your objects, select the other objects and select the working object last. Then press control+l (lowercase L), and choose “material.” That gives the other objects the same materials as the last item you selected. HOWEVER in this case you’ll also have to assign the Base material (the non-wireframe one) to each mesh by going into edit mode, selecting all, the pressing the assign button for the BaseMaterial in the materials panel. It’s all in the video linked to above. cheers
I rendered the file and I see the same material in both objects (the material of the ball in your render).
Oh, I didn’t see the above replica from benu.
Hi Benu,
the tutorial you linked is solving all my problems about visualizing the edges of the mesh, so thank you about that :D!!
however playing a bit more with that file (always using the mirror option for the material) I have discovered that if you invert the normals the effect of the highlighted edges disappear… i still cannot explain what is going on, another detail is about the fact that in the images I have rendered the highlighted edges show triangular meshes even if the objects meshes were quad …
I believe the z-offset attribute that you increase slightly to make it visible OVER the other material is based on the normal. So if you invert normals you will need to invert the z-offset as well. (That’s a guess – I haven’t tried it yet…)
Why do you need to invert the normals, by the way?
if you still have the file that i uploaded at the begin of this tread, and you want the highlighted meshes (in a different way from the one described in the tutorial you posted) you have to keep the mirror box ticked, than select smooth shade for the mesh, and invert the normals …