Learn how to render a wireframe overlay.
- [Instructor] To begin the chapter on rendering basics, let's look at a utility map, which is a method where by we can perform test renders in Arnold. The specific example here is of subdivision. On the folds of the cloth, of the tablecloth, we can see that it's fairly low fidelity and the rendering won't really look that good if we go in close, but we can apply render time subdivisions using the Arnold properties modifier and in order to see what we're doing, we need to apply the utility map first.
Let's do an active shade render. Let's visualize the wire frames in this rendering. Open up the material editor, and create a map. It's going to be found in maps, Arnold, and the section is going to be utility and the name of the map is also utility. Drag that in, and double click it, rename it polywire map.
If this were an ordinary map, we might connect to the base color or other input of the standard surface material, but we want to apply this map directly onto the surface, and that's accomplished with a utility node known as map to material. It's found in the materials section under Arnold, utility, map to material. Drag that over as well. Double click it to load its parameters, rename it polywire material and I will take the output of the map and connect to the input of the material.
Finally, assign the material onto the table cloth. Just drag from the output of the polywire material onto the tablecloth in the view port. To adjust the parameters of the polywire map, double click on that utility node, and the color mode is set to color, that's what we want. Shade mode, we need to switch to lambert, and now we get a flat white lambert material. The overlay mode, switch to polywire.
Now we see that the render is actually triangulating, the quadrilaterals that are present in this poly mesh object. This is only scratching the surface of what the utility map can do. To learn more, you'll want to check the official Arnold documentation. That's how to render wire frames using a utility map and a map to material node.
- Arnold rendering concepts
- Arnold lights such as quad, spot, and distant
- Modifying Arnold object properties
- Filtering light with the gobo filter modifier
- Image-based lighting with Skydome
- Daylight simulation with Physical Sky
- Arnold Standard Surface material parameters
- Diffuse, opacity, and bump mapping
- Rendering refractions with Transmission
- Building an Arnold shading network
- Test rendering with utility map
- Mesh subdivision and displacement at render time
- Atmospheric perspective with scene environment fog
- Rendering a spherical environment with VR Camera