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	<title>Comments for Ayan Ray&#039;s Blog</title>
	<atom:link href="http://blog.ayanray.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.ayanray.com</link>
	<description>The life and times of Ayan Ray</description>
	<lastBuildDate>Sun, 19 Feb 2012 22:27:57 +0000</lastBuildDate>
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	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Ali Haider</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-16434</link>
		<dc:creator>Ali Haider</dc:creator>
		<pubDate>Sun, 19 Feb 2012 22:27:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-16434</guid>
		<description>No mention of Polydata? - Wireframes where the wire itself has perspective, color, can cast shadows, and a bunch more attributes like color change along the wire, control of thickness, etc.

http://products.provide3d.com/polyData/

examples:
http://www.skillboard.com/trash/ao_skyTest_01wire2.jpg
http://products.provide3d.com/polyData/gallery/pop_image.html
can also render Nurbs http://products.provide3d.com/nurbsData/pop_image.html

Anyways - thought it was worth a mention for a professional grade wireframe.</description>
		<content:encoded><![CDATA[<p>No mention of Polydata? &#8211; Wireframes where the wire itself has perspective, color, can cast shadows, and a bunch more attributes like color change along the wire, control of thickness, etc.</p>
<p><a href="http://products.provide3d.com/polyData/" rel="nofollow">http://products.provide3d.com/polyData/</a></p>
<p>examples:<br />
<a href="http://www.skillboard.com/trash/ao_skyTest_01wire2.jpg" rel="nofollow">http://www.skillboard.com/trash/ao_skyTest_01wire2.jpg</a><br />
<a href="http://products.provide3d.com/polyData/gallery/pop_image.html" rel="nofollow">http://products.provide3d.com/polyData/gallery/pop_image.html</a><br />
can also render Nurbs <a href="http://products.provide3d.com/nurbsData/pop_image.html" rel="nofollow">http://products.provide3d.com/nurbsData/pop_image.html</a></p>
<p>Anyways &#8211; thought it was worth a mention for a professional grade wireframe.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by faux</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-13715</link>
		<dc:creator>faux</dc:creator>
		<pubDate>Tue, 06 Dec 2011 22:07:35 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-13715</guid>
		<description>For rendering the contours around the low res edges on a smooth previewed mesh (as seen in the viewport) you&#039;d need to turn on Between Different Materials in the Contour section of the render globals. Then assign different shaders per face on your mesh so that no two touching faces had the same shader (kind of of like colouring in countries on a map).
If overlap in the 3D space occurs you&#039;ll have to bump up the Normal Contrast to around 30.

Sounds like a lot of work? ...script  :)

&lt;CODE&gt;
//Face assigning materials for smooth preview type
//mentalRay contour renders. v0.2
string $colourface[];
int $facecount[];
$geom = `ls -sl`;

string $deMaterials[] = {&quot;csm1SG&quot;,&quot;csm2SG&quot;,&quot;csm3SG&quot;,&quot;csm4SG&quot;,&quot;csm5SG&quot;,&quot;csm6SG&quot;};

if (`objExists csm1`)
{print &quot;Onward&quot;;}
else
{
    for ($k = 1; $k  $i; $i++)
{
    select -r ($geom[0] + &quot;.f[&quot; + $i + &quot;]&quot;);
    $oface = `ls -sl`;
    PolySelectConvert 2;
    PolySelectConvert 1;
    select -d $oface[0];
    $lface = `ls -sl -fl`;

    for ($j = 0; $j &lt; size ($lface); $j++)
    {
        $colourface[$j] = `getFacetSG $lface[$j]`;
        
    }

    string $diff[] = stringArrayRemove($colourface, $deMaterials);

    select -r $oface[0];

    sets -e -forceElement $diff[0];
}

select -r $geom[0];

print ($geom[0] + &quot; smooth wireframed for mentalRay&quot;);


//Cheers to xyz.net for this proc//
proc string getFacetSG( string $facet )
// Input (string) - facet component to query (e.g. &quot;pSphere1.f[0]&quot;)
// Result (string) - Shading Group shading facet (e.g. &quot;lambert2SG&quot;)
{
  string $facetSG = &quot;&quot;;

  // Get array of all Shading Groups
  string $shadingGroups[] = `ls -type shadingEngine`;

  for ( $shadingGroup in $shadingGroups )
  {
    // If this facet is a member of the shading set for this
    // Shading Group, tag this as the facet&#039;s shader
    if ( `sets -isMember $shadingGroup $facet` )
    {
      $facetSG = $shadingGroup;
      break;
    }
  }

  return $facetSG;
}
&lt;/CODE&gt;</description>
		<content:encoded><![CDATA[<p>For rendering the contours around the low res edges on a smooth previewed mesh (as seen in the viewport) you&#8217;d need to turn on Between Different Materials in the Contour section of the render globals. Then assign different shaders per face on your mesh so that no two touching faces had the same shader (kind of of like colouring in countries on a map).<br />
If overlap in the 3D space occurs you&#8217;ll have to bump up the Normal Contrast to around 30.</p>
<p>Sounds like a lot of work? &#8230;script  <img src='http://blog.ayanray.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><code><br />
//Face assigning materials for smooth preview type<br />
//mentalRay contour renders. v0.2<br />
string $colourface[];<br />
int $facecount[];<br />
$geom = `ls -sl`;</p>
<p>string $deMaterials[] = {&#8220;csm1SG&#8221;,&#8221;csm2SG&#8221;,&#8221;csm3SG&#8221;,&#8221;csm4SG&#8221;,&#8221;csm5SG&#8221;,&#8221;csm6SG&#8221;};</p>
<p>if (`objExists csm1`)<br />
{print &#8220;Onward&#8221;;}<br />
else<br />
{<br />
    for ($k = 1; $k  $i; $i++)<br />
{<br />
    select -r ($geom[0] + &#8220;.f[" + $i + "]&#8220;);<br />
    $oface = `ls -sl`;<br />
    PolySelectConvert 2;<br />
    PolySelectConvert 1;<br />
    select -d $oface[0];<br />
    $lface = `ls -sl -fl`;</p>
<p>    for ($j = 0; $j &lt; size ($lface); $j++)<br />
    {<br />
        $colourface[$j] = `getFacetSG $lface[$j]`;</p>
<p>    }</p>
<p>    string $diff[] = stringArrayRemove($colourface, $deMaterials);</p>
<p>    select -r $oface[0];</p>
<p>    sets -e -forceElement $diff[0];<br />
}</p>
<p>select -r $geom[0];</p>
<p>print ($geom[0] + &quot; smooth wireframed for mentalRay&quot;);</p>
<p>//Cheers to xyz.net for this proc//<br />
proc string getFacetSG( string $facet )<br />
// Input (string) &#8211; facet component to query (e.g. &quot;pSphere1.f[0]&quot;)<br />
// Result (string) &#8211; Shading Group shading facet (e.g. &quot;lambert2SG&quot;)<br />
{<br />
  string $facetSG = &quot;&quot;;</p>
<p>  // Get array of all Shading Groups<br />
  string $shadingGroups[] = `ls -type shadingEngine`;</p>
<p>  for ( $shadingGroup in $shadingGroups )<br />
  {<br />
    // If this facet is a member of the shading set for this<br />
    // Shading Group, tag this as the facet&#039;s shader<br />
    if ( `sets -isMember $shadingGroup $facet` )<br />
    {<br />
      $facetSG = $shadingGroup;<br />
      break;<br />
    }<br />
  }</p>
<p>  return $facetSG;<br />
}<br />
</code></p>
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	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Jon Block</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-12495</link>
		<dc:creator>Jon Block</dc:creator>
		<pubDate>Thu, 20 Oct 2011 20:57:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-12495</guid>
		<description>Hi, do you know how to plug in any of the custom contour shaders? For example,  the contour_shader_widthfromlight? I can get basic contours to work fine, but can&#039;t get any of the contour shaders to even show up.
thanks</description>
		<content:encoded><![CDATA[<p>Hi, do you know how to plug in any of the custom contour shaders? For example,  the contour_shader_widthfromlight? I can get basic contours to work fine, but can&#8217;t get any of the contour shaders to even show up.<br />
thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Ayan</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-12015</link>
		<dc:creator>Ayan</dc:creator>
		<pubDate>Tue, 11 Oct 2011 00:38:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-12015</guid>
		<description>Possibly. Send me the article/post that you want to publish so I can see. I&#039;d much rather prefer a link back (and it&#039;s easier). If you want to update the content, that&#039;s another story.</description>
		<content:encoded><![CDATA[<p>Possibly. Send me the article/post that you want to publish so I can see. I&#8217;d much rather prefer a link back (and it&#8217;s easier). If you want to update the content, that&#8217;s another story.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Ayan</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-12014</link>
		<dc:creator>Ayan</dc:creator>
		<pubDate>Tue, 11 Oct 2011 00:31:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-12014</guid>
		<description>Thanks! Glad I could help!</description>
		<content:encoded><![CDATA[<p>Thanks! Glad I could help!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Cassi Clagg</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-11959</link>
		<dc:creator>Cassi Clagg</dc:creator>
		<pubDate>Sun, 09 Oct 2011 22:30:23 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-11959</guid>
		<description>Hello may I quote some of the insight from this post if I provide a relation back to your site?</description>
		<content:encoded><![CDATA[<p>Hello may I quote some of the insight from this post if I provide a relation back to your site?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Carter</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-11448</link>
		<dc:creator>Carter</dc:creator>
		<pubDate>Thu, 22 Sep 2011 12:17:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-11448</guid>
		<description>Ok I officially love you for putting this up. 
Thanx, I really did not want to do a toon shader since Vector decided renderings was not gonna happen today. Short ans sweet tutorials are the best. &lt;3</description>
		<content:encoded><![CDATA[<p>Ok I officially love you for putting this up.<br />
Thanx, I really did not want to do a toon shader since Vector decided renderings was not gonna happen today. Short ans sweet tutorials are the best. &lt;3</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Roberta</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-11225</link>
		<dc:creator>Roberta</dc:creator>
		<pubDate>Wed, 14 Sep 2011 09:55:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-11225</guid>
		<description>I am having the same problem rendering the wireframe with smooth mesh preview 3 on.  While the method above works perfectly, it seems that it isn&#039;t able to render a smooth wireframe.  Is there any way to fix this?

When I render with smooth mesh preview on, my wireframe appears extremely dense as if I really did smooth my object.</description>
		<content:encoded><![CDATA[<p>I am having the same problem rendering the wireframe with smooth mesh preview 3 on.  While the method above works perfectly, it seems that it isn&#8217;t able to render a smooth wireframe.  Is there any way to fix this?</p>
<p>When I render with smooth mesh preview on, my wireframe appears extremely dense as if I really did smooth my object.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Retta</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-10111</link>
		<dc:creator>Retta</dc:creator>
		<pubDate>Mon, 01 Aug 2011 18:03:10 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-10111</guid>
		<description>I love reading these aricltes because they&#039;re short but informative.</description>
		<content:encoded><![CDATA[<p>I love reading these aricltes because they&#8217;re short but informative.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Best Way to Render Wireframe in Maya by Scott</title>
		<link>http://blog.ayanray.com/2010/01/the-best-way-to-render-wireframe-in-maya/comment-page-1/#comment-9401</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Fri, 08 Jul 2011 18:29:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.ayanray.com/?p=377#comment-9401</guid>
		<description>What render settings are you using to get such smooth wierframe lines?  I increased the sample level a bit in my render globals but they still look really choppy and pixelated.  Thanks.</description>
		<content:encoded><![CDATA[<p>What render settings are you using to get such smooth wierframe lines?  I increased the sample level a bit in my render globals but they still look really choppy and pixelated.  Thanks.</p>
]]></content:encoded>
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