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Asked By | Jaybill McCarthy | |
Old Version | Published before Godot 3 was released. |
Hi there. So I’m trying to render some 3d models in a style similar to this, i.e., just the wireframe:
The best I’ve been able to achieve with spatialMaterials is the following (different model, obviously)
Am I going about this the right way? I just want the wireframe, and while the effect I’ve got is okay, it’s not exactly what I want. Any ideas?
I’m including my shader settings below. It’s basically an unshaded material and then a second material pass that’s unshaded, white, and uses ‘grow’ to make the outline.
[gd_resource type="SpatialMaterial" load_steps=2 format=2]
[ext_resource path="res://materials/white.tres" type="Material" id=1]
[resource]
render_priority = 0
next_pass = ExtResource( 1 )
flags_transparent = true
flags_unshaded = true
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = true
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 4
params_blend_mode = 0
params_cull_mode = 2
params_depth_draw_mode = 1
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0, 0, 0, 1 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Ambient Occlusion", "Depth", "Emission", "Flags", "Metallic", "NormalMap", "Parameters", "Transmission", "Vertex Color" ]
And here’s the ‘white’ material that one references:
[gd_resource type="SpatialMaterial" format=2]
[resource]
render_priority = 0
flags_transparent = false
flags_unshaded = true
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 4
params_blend_mode = 0
params_cull_mode = 1
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = true
params_grow_amount = 0.3
params_use_alpha_scissor = false
albedo_color = Color( 1, 1, 1, 1 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )a
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Ambient Occlusion", "Clearcoat", "Depth", "Detail", "Emission", "Flags", "Parameters", "Refraction", "Roughness", "Vertex Color" ]
Hello, did you tried this addon? Wireframe Tool - Godot Asset Library
frankiezafe | 2019-02-04 09:49