No triangulation in "Wireframe" node
Title says it all. In shader nodes, "Wireframe" node displays the wireframe triangulated on all faces, and i am sure it's rare that anyone would want that to happen.
Title says it all. In shader nodes, "Wireframe" node displays the wireframe triangulated on all faces, and i am sure it's rare that anyone would want that to happen.
5 Comments
This have been asked many times over the years, but turns out that it is a limitation. I hope that it will be addressed with the new Cycles architecture
there is another workaround withe bevel modifier and it's material index, works better with tris and ngons, unless you have industrial assets with heavy poly. Another painful hack if you ask me, but the clients keep asking for it... You can also vote here blender.community/c/rightclickselect/R7cbbc/
I wonder if a grease pencil based wireframe effect would be more performant than the workarounds currently available.
From what I tested, not really. You need to duplicate the meshes and convert them to gp. This is slow for meshes over 100k polys, not to mention if you have many of them. And thin lines will float over the fill "surface": gyazo.com/f42a4be42b097401461fb26a49a3bc36
I think this is a workaround: youtube.com/watch But yes, it would be nice if something like this was implemented in the Wireframe node.