I was trying to hit a wireframe homecoming trend like amongst AfterEffect plugin, Plexus using Blender3D. The outcome I got thence far is bully but all the same can't compare to the existent thing. In brief, this is done past times using DupliVerts, too wireframe material. Freestyle tin hold upward role too, but it volition accept longer homecoming time.
Blender3D Plexus Wireframe Effect
Below is a compilation of examination shot I did using Blender3D internal render. Scroll downwardly for tutorial!
First Step
I can't uncovering a agency to homecoming the primary meshing when using DupliVerts, thence I am using ii meshing objects amongst link meshing data. One meshing using DupliVerts for the circle outcome to seem close vertex, only about other meshing using wireframe shader.
- Add / model your primary object (cube inwards this case)
- Select the cube too ALT-D to duplicate it. ALT-D is role instead of SHIFT-D because nosotros desire both cube to portion the same meshing information for displacement animation later.
For now, nosotros volition refer them equally First Cube too Second Cube.
Adding circle/sphere at vertex for First Cube
There are ii methods nosotros tin add together circle close vertex.
- DupliVerts - Can hold upward whatever shape equally it is base of operations on mesh. This is the prefer method.
- Halo Shader - Only Halo / Circle Shape.
Using DupliVerts To add together circle close vertex of mesh, nosotros tin role DupliVerts nether object settings.
- Add a sphere (or whatever shape to seem close vertex) to the scene (SHIFT-A)
- Select the cube. Go to object settings > Duplication > Enable Verts (Refer to picture above)
- Select the sphere (RIGHT CLICK), too thence shift select (SHIFT RIGHT CLICK) the cube. Apply nurture (CTRL-P)
- Sphere should hold upward house automatically close all the vertex of the cube. Resizing the sphere volition resize all the duplicates that are house close vertex.
More information tin hold upward read inwards this
Blender3D wiki most DupliVerts.
Using Halo Shader Not recommend this method equally nosotros desire the meshing to role wireframe shader later, instead of halo shader. But using Halo Shader to house circle at vertex is past times only setting the cloth to halo shader. Then accommodate the Alpha, Hardness too Size settings.
- Size self explanatory, command the size
- Alpha 1 is opaque, 0 is transparent
- Hardness Value bigger than 0 volition accept soft edge, 0 homecoming difficult border halo
Wireframe Render For Second Cube
There are ii methods nosotros tin homecoming the wireframes line.
- Wireframe Shader - Fast render, express trouble style. This is the prefer method, due to speed inwards rendering.
- Freestyle trouble homecoming - More flexible on trouble style, but volition hold upward slower inwards rendering if role inwards high poly scene.
Using Wireframe Shader Using wireframe shader is prefer since it homecoming fast. Enable them inwards cloth tab. Some value y'all mightiness desire to alter is
diffuse colour, transparency too emit shading.
Using Freestyle Line Render Freestyle offering to a greater extent than trouble settings to play amongst at the terms of slower homecoming speed.
- Enable Freestyle homecoming settings inwards Render Tab
- Select the cube. Press TAB to function inwards EDIT MODE
- Select everything (A). Then CTRL-E > Mark Freestyle Edge
- Under Render Layer Tab, Enable Edge Mark for Freestyle settings. You tin plough off Selection By Visiblity if y'all desire to homecoming the lines at the back.
Compositing
If nosotros homecoming both cubes now, nosotros volition larn this wireframe outcome like amongst Plexus plugin.
But this all the same expect form of plain. So enable compositing nodes, too add together inwards Tilt Shift too Glow Effect for it. Below is the homecoming node tree I use.
Glow Effect Glow outcome tin hold upward achive easily amongst
Glare node amongst
Fog Glow option.
Tilt Shift Effect Tilt Shift outcome tin hold upward hit using
Bokeh Blur node too input a colouring cloth ramp into it blur size. The colouring cloth ramp tin hold upward done within Blender using procedural blend texture.
Vertex Animation
For wiggly vertex animation, nosotros volition role the
Displace modifier
- Go to Modifier Tab, Add Modifier, Select Displace
- Under Texture. Add a novel texture, become to texture tab too pick out Clouds.
- Under Texture Coordinates. Choose Object from the dropdown list.
- Add an Empty Object into the scene (SHIFT-A > Empty)
- Under Object. Choose the Empty nosotros only add together to the scene.
- The vertex volition directly dismiss differently equally y'all deed the Empty into dissimilar location.
Since nosotros are using ii Objects, First Cube too Second Cube. So holler back to add together the same Displace modifier for both cube.
Download
I accept uploaded a sample blend file to blendswap but all the same inwards modertation queue. You tin download the blend inwards this link,
Fake Plexus Wireframe Reference
Youtube Blender3D Plexus Wireframe Effect Vimeo Blender3D Plexus Wireframe Effect