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I need to know how to render a object on Blender Cycles but only as a wireframe, for example, like this:

enter image description here

Also, it is possible to vary between the smooth wireframe object and the polygonal wireframe object?

Thanks in regard.

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  • $\begingroup$ You can do this using OpenGL render and by pressing Z > Wireframe int he viewport $\endgroup$ – VRM Jan 22 '15 at 15:31
  • $\begingroup$ You could use freestyle. $\endgroup$ – PGmath Jan 22 '15 at 15:44
  • $\begingroup$ How? this is my first time trying to render like this, also i need this for an animation, not an static render. $\endgroup$ – beavoru Jan 22 '15 at 15:53
  • $\begingroup$ blender.stackexchange.com/questions/14932/… $\endgroup$ – cegaton Jan 23 '15 at 4:44
  • $\begingroup$ Dear God! That looks like the Animus's loading screed from Assassin's Creed. Good job man,I like it and I hope you continue on this project. $\endgroup$ – JeremiahTDK Mar 22 '17 at 16:12
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Add the Wireframe modifier and adjust the Thickness value. enter image description here enter image description here

Now set up the World's color to black and make the wire look brighter (replace Diffuse with an Emission shader). You may also increase its Strenght value to 2.000 or 3.000 if it isn't bright enough.
enter image description here enter image description here

To vary between the smooth wireframe object and the polygonal wireframe object place the Subdivision Surface modifier above the Wireframe modifier and set up the desired amount of subdivisions. Now changing the type from Catmull-Clark to Simple will result in making the wire look more polygonal. enter image description here

Here's the rendered result. enter image description here

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In addition to Paul Gonet's answer, we now have the wireframe node in cycles (⇧ ShiftA>Input>Wireframe).

enter image description here

Using the pixel size checkbox, you can make the width of the wireframe remain constant no matter the camera position.

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  • $\begingroup$ Just in case somebody else bumps into this: make sure the transparent shader goes into the second channel of the Mix Shader, and the Diffuse (or otherwise) material goes into the third. If you switch these two around, the effect won't work. it took me 15 minutes to find out. :) But maybe this is obvious for experienced Blender users. $\endgroup$ – Ideogram Nov 20 '18 at 20:38

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