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Surface Edge Render Request
Posted: Wed Dec 10, 2014 10:11 am
by Tipperz
Hi Paul,
Just wondering if it would be possible to add a surface edge render setting into the octane plugin (possibly in the render window under the normal/clay/clay colored/normal edge/clay edge/clay colored edge??) or elsewhere with the ability to adjust the thickness of the edge?
It's currently possible to get this type off result using the Rhino display modes (see attached) with Display mode>Surface edge settings>Pixel edge thickness. However, it would be great to have this function within the octane plugin and is really nice when doing more illustrative/informative renders.
Not sure if anyone else would like to see this function?
Thanks
Re: Surface Edge Render Request
Posted: Wed Dec 10, 2014 10:35 am
by face_off
This is sort of possible at the moment by post-processing the Beauty and Wireframe render passes (although wireframe is a bit different to edges). In general, an unbiased renderer is aiming to get photo-realism, so features and effects that are not photo-realistic are not the aim of the renderer.
Paul
Re: Surface Edge Render Request
Posted: Wed Dec 10, 2014 12:05 pm
by Tipperz
I understand where you're coming from and to be honest it's not something I use all the time. I know I can post process this effect but it is time consuming and for a certain look it would be great to have this built into Octane.
BTW the plugin seems to be really stable now and with network rendering enabled in our studio our render times are really quick. They'll be even quicker when we get our quad titan machine on the network!
Re: Surface Edge Render Request
Posted: Wed Dec 10, 2014 1:34 pm
by Bendbox
Hi Tipperz,
You can achieve the look you are after by doing this. Please see below. I use this frequently to send over concept ideations to clients.
Make a Mix Material.
Put a Dirt Node in the Amount Pin.
Your First material is your main material, in this case, a glossy red.
Your Second material is your outline color, in this case black.
I hope this helps.

Re: Surface Edge Render Request
Posted: Wed Dec 10, 2014 5:13 pm
by Tipperz
Thanks Bendbox,
This is a good work around although it doesn't seem to like internal corners and only seems to render them when the objects are separate? Weird?

- Separate cubes on left show internal lines. Boolean joined objects on right don't.
Re: Surface Edge Render Request
Posted: Wed Dec 10, 2014 8:08 pm
by prodviz
Great idea.
For the internal lines, one could duplicate the dirt node, invert and multiply on top of the other dirt node (if that makes sense). Someone in the forums has already done a similar multiplying dirt technique.
Re: Surface Edge Render Request
Posted: Wed Dec 10, 2014 9:28 pm
by face_off
This is a good work around although it doesn't seem to like internal corners and only seems to render them when the objects are separate? Weird?
Yes, the dirt shader is "by object" - so I don't think it will calculate the dirt effect between objects - so perhaps try merging all the geometry in the scene into a single object. For internal lines you may be able to feed a mix node (with a dirt node and an inverted dirt node) into the material mix Amount pin.
Paul
Re: Surface Edge Render Request
Posted: Wed Dec 10, 2014 10:44 pm
by Bendbox
Tipperz,
The option of inverting another dirt node that FaceOff and Prodviz suggest works perfectly with Boolean objects. Please see below. This should have your needs covered!

Re: Surface Edge Render Request
Posted: Thu Dec 11, 2014 9:50 am
by Tipperz
Thanks for the help. Seems to be working great

Re: Surface Edge Render Request
Posted: Thu Dec 11, 2014 11:04 pm
by prehabitat
Great work guys,
I regularly do this kind of output - partly because I don't have time/library to support photorealism for every concept I need to communicate.