enter image description hereI am trying to get the same result as: https://docs.blender.org/manual/en/latest/_images/render_freestyle_export-svg_suzanne.svg

From Render docs, freestyle SVG exporter.

I have tried working with freestyle edge marks, but it does not get the desired result.

I have tried the different settings, but it I cant get the result.

Can anyone help me with the render settings.


  • $\begingroup$ have you checked this Q? blender.stackexchange.com/questions/77647/… $\endgroup$ – Luciano Oct 29 '19 at 15:47
  • $\begingroup$ Thanks! I have checked that Question. I have tried using freestyle edge marking, but it wont get the same result as the above picture. $\endgroup$ – Eric Egnell Oct 30 '19 at 9:47
  • $\begingroup$ Maybe edit the question to add some details of what you have tried? Questions that show some effort get better responses. $\endgroup$ – Luciano Oct 30 '19 at 9:50
  • $\begingroup$ Thanks, I have changed the question a bit $\endgroup$ – Eric Egnell Oct 31 '19 at 6:52

I'm very curious to see a better solution since I'm not very experienced with Blender myself, but perhaps this would work for you:

  • create a plane an add an Array modifier, with Constant Offset in the Z axis. The more duplicates you create the more lines you'll have in your final render.
  • select the object to be rendered and add a Boolean modifier.
    • Operation: Intersect
    • Object: plane
  • hide the array for rendering

Repeat with any other objects to create the horizontal lines.

  • $\begingroup$ Thanks a lot! this got me much closer!!! $\endgroup$ – Eric Egnell Nov 1 '19 at 9:47
  • $\begingroup$ No worries. If you want to learn more about how the site works check the tour, How to Ask and How to Answer. $\endgroup$ – Luciano Nov 1 '19 at 9:59

I have tried the super tips from Luciano, and that got me much closer. Now I think it's just me not getting the settings right:

enter image description here

enter image description here

  • $\begingroup$ That looks good! Try the Boolean:Intersect on a more complex mesh, I had some issues with it (I hope you don't) but didn't spend time trying to fix. $\endgroup$ – Luciano Nov 1 '19 at 10:07

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