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edit 2 years later: Here is an alternative answer that meets the desired end-result using FreeStyle.


Is there a way to make the wireframe input show the geometry as BMesh polygons instead of the raw triangulated mesh? The example below displays the wireframe of a mesh in edit mode (as you can see it doesn't have any triangles).

enter image description here

When I render the mesh it appears triangulated, but being able to show quads and ngons (instead of only tris) would be more useful to me.

enter image description here

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  • $\begingroup$ Which wireframe material is this? Can you link to it please? $\endgroup$
    – CharlesL
    Jun 3, 2013 at 21:35
  • $\begingroup$ it's a mix of wireframe input and ambient occlusion shader. nothing special. dl.dropboxusercontent.com/u/3397495/blender_related/… $\endgroup$
    – zeffii
    Jun 3, 2013 at 21:42
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    $\begingroup$ @zeffii had a look around, this might be what you are looking for, I didn't go through it yet tho. blendswap.com/blends/view/41864 $\endgroup$
    – iKlsR
    Jun 3, 2013 at 21:46
  • $\begingroup$ @iKlsR that does look promising! $\endgroup$
    – zeffii
    Jun 3, 2013 at 21:50
  • $\begingroup$ <br> One of the Techniques (UV Based) of the .Blend file on Blendswap is explained here youtube.com/watch?v=zjhdGY21WqQ But it didnt work out for me, as the Lines get drawn in different Thickness acording to their Face-side ratio.<br> With fairly even distributes equally sized Polygons its working quite good. Hope that helps $\endgroup$
    – Damir
    Jun 3, 2016 at 10:15

3 Answers 3

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In the mean time here's one workaround that doesn't require UVs:

Note that you have to activate Auto Smooth and set it to 0° (don't ask me why)

enter image description here

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As of yet it hasn't been implemented. Although there was no specific mention of improving the wireframe node, Thomas Dinges is working on some Cycles things this GSoC. I think it's just a matter of time before he, or another developer, gets to it.

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  • $\begingroup$ quite right, I look forward to seeing something more convenient than the old methods. $\endgroup$
    – zeffii
    Jun 6, 2013 at 8:22
  • $\begingroup$ The other answers don't look great rendered, I'm OK with this answer in the negative for now. I will submit an alternative but leave this one accepted. $\endgroup$
    – zeffii
    Jun 15, 2013 at 12:30
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I think this is what you want(iKlsR also mentions this in the comments): http://www.blendswap.com/blends/view/41864

The .blend file contains a wireframe shader for both quads and triangles.

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    $\begingroup$ Not only is this a link answer but the content is also behind a registration wall. Please include some info on how this shader works. $\endgroup$
    – Aldrik
    Aug 19, 2013 at 11:27

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