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Creating a Wireframe Shader for your Model Turntables
Introduction
In this walkthrough, we’ll be using an aiUtility and aiToon node in Maya/Arnold to create a custom wireframe shader for our models. Now you maybe thinking:
Why not just use the aiWireframe material?
The reason we are not is as follows (which is also explained in detail in the video walkthrough):
- The aiWireframe node will take into consideration the Arnold subdiv value (which it would ideally not)
- We want our wireframe render to be “smooth” (via the subdiv value) but still maintain the wireframe cage at the lowest level of subdivision.
Rendering our Model – Wireframe
This lesson is a snippet from our Modelling Fundamentals 1001 course, where we cover the fundamentals of 3D Modelling to create a photoreal, pipeline-ready model. This includes working from reference photography and a photoscan, modelling tools, topology, creating a grey shaded turntable, wireframe, and much more.
Links
- CAVE On-Demand Monthly Subscription – Get access to all our on-demand and subscription-exclusive courses for one monthly fee!
- Modelling Fundamentals 1001 – Through practical hands-on learning, we’ll cover a wide range of topics covering the asset modelling process to create a photoreal, pipeline-ready model.
- Arnold Subdivision Settings – The official Arnold docs on subdividing geo in Arnold.
- Setting up a PBR Metal/Roughness Shader – In this doc, we’ll cover how to set up your PBR Metal/Roughness shader.
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