
Whether or not a given edge qualifies as a Sharp Crease depends on the Smoothing Angle of the surface to which that polygonal edge belongs.

Sharp Creases - might also be called “UnSmoothed Edges”.Layout will back off when it sees the endomorph, and it will not merge those points. If you want the “Cut and Paste” trick to work on subpatch models, create an endomorph that separates the overlapping points. An edge must be shared by two polygons to qualify as a Silhouette Edge - Silhouette Edges will never appear on a mesh that consists of a single polygon.Īny overlapping points of a subpatch model will get “merged” into a shared edge in Layout for Render SubPatch levels higher than 0, so the “Cut and Paste” trick will only help you sharpen edges in your model - it will not give you an “Unshared Edge” in Layout. This means that rotating the model, deforming the model or moving the camera will change the Silhouette Edges on each frame. The edges that qualify as Silhouette Edges will change with the angle of the model to the camera. Silhouette Edges - these render along the edge shared by two polygons when the normal of one of those polygons faces the camera, and the normal of the other polygon faces away from the camera. For example, if you would like your one-point polygons to render with a blue color, go to the Surface Editor and set the Surface assigned to those one-point polygons to the color blue. Unlike the other Edges, the surfacing for Particles and Lines are controlled by the Surface Editor. With negative values, one-point polygons become raytraceable spheres, and two-point polygons become raytraceable tubes. One-point polygons will render as Particles, and two-point polygons will render as Lines. Particle/Line Thickness - this value handles the thickness of one-point and two-point polygons.These can be turned on individually by clicking on their names to activate their checkboxes.

The remaining Edge types use on/off checkboxes, and they will be turned off by default. To turn off Particle/Line Thickness rendering for just that object, set the value of Particle/Line Thickness to 0.0.

Go to the Edges tab to see the Edge settings. To set the Edges for an individual object, select that Object and open up its Properties panel.

To render all possible Edges in a scene, make sure that Render Lines is enabled in Render Properties - Render. For models made of subpatches, this means that higher Render Subpatch Levels will deliver smoother ink lines, and lower Render SubPatch Levels will provide chunkier ink lines. Unlike surface-based inking with high-contrast incidence-angle gradients (think of the computer-generated Galactus in the 1990’s SILVER SURFER cartoon), Edges can look as stable as any wireframe render. This shows in both rendering and interactive VPR.Įdges are a particular means of wireframe rendering. The negative thickness is used as a radius in meters. Using a negative value for the thickness of any edge, line or outline causes them to be rendered in perspective. Nodal shaders can be used to adjust the taper, color and opacity of the edges. When rendering edges that are not even a pixel wide, make sure to increase camera samples since the camera could "miss" edges if only one sample is used.Īll edge types work on instances.
