I’m not having much luck getting my wireframe to cast reflections. Here is a test render showing a mirrored sphere, but as you can see, the wireframe is not reflecting on the sphere at all. From what I understand the wireframe is a post-production effect, but I don’t know. The wireframe material is a basic material, set to wireframe, with an emit value of 0.25. Any ideas?
I think that because of the fact (not entirely sure about this) that the wire setting on the material is a bit of a post-render cheat, the wire doesn’t cast reflections. The way to solve this is, as AeroModeler accurately describes, make the grid a texture instead. Another way to solve it (I actually haven’t tried this so it might not work) is to bake the wire to the material.
Hope this helps!
Well after playing around with a few or your ideas, here is what I came up with:
1.) Curves were out of the question simply because of poly count.
2.) I was unable to bake the wire material properly, but I don’t have much experience baking materials in the first place, as I like using procedural textures for all of my non-character work. I would love to figure out how to make this work though.
3.) I made a high-res texture using the exported uv-layout, which worked OK, but it didn’t have the same effect that a wire material offers (something about the shader, this could be due to my blending options for the image, but I’m kind of a material/texture noob).
4.) I mixed the high-res grid texture with a wire material of the exact same scale, and got exactly what I was looking for :D. The texture provided the reflections, while the wire material sharpened up the appearance of the grid.
Here are the results, I know you can barely see the reflection of the grid in the spheres, but hey, its the little things that count, lol. This is the beginning stage of some experiments and I’m not really sure where I’m heading with this.